U.S. patent application number 15/178865 was filed with the patent office on 2016-11-10 for electronic gaming device with turbo boost gaming functionality.
The applicant listed for this patent is Cadillac Jack Inc.. Invention is credited to Eric Steven Boese, Jason Prometheus Pawloski, Bradley Donald Schultz.
Application Number | 20160328926 15/178865 |
Document ID | / |
Family ID | 57222869 |
Filed Date | 2016-11-10 |
United States Patent
Application |
20160328926 |
Kind Code |
A1 |
Boese; Eric Steven ; et
al. |
November 10, 2016 |
ELECTRONIC GAMING DEVICE WITH TURBO BOOST GAMING FUNCTIONALITY
Abstract
Examples disclosed herein relate to an electronic gaming device
including a memory, a processor, and a plurality of reels. The
memory may include one or more turbo boost feature structures, such
as turbo boost progressive structures, or turbo boost free spin,
multiplier or structures. A processor may generate one or more
symbols to be located in the one or more areas or otherwise
generate other game information. In the case of a progressive
jackpot, the processor may increase a progressive jackpot amount by
a first amount where the first amount is a portion of a wager. The
processor may increase the progressive jackpot amount by a second
amount based on a turbo boost triggering event.
Inventors: |
Boese; Eric Steven;
(Decatur, GA) ; Schultz; Bradley Donald; (Suwanee,
GA) ; Pawloski; Jason Prometheus; (Atlanta,
GA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Cadillac Jack Inc. |
Duluth |
GA |
US |
|
|
Family ID: |
57222869 |
Appl. No.: |
15/178865 |
Filed: |
June 10, 2016 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
14198851 |
Mar 6, 2014 |
9367995 |
|
|
15178865 |
|
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
G07F 17/323 20130101;
G07F 17/3244 20130101; G07F 17/3206 20130101; G07F 17/3262
20130101; G07F 17/3225 20130101; G07F 17/34 20130101; G07F 17/3218
20130101; G07F 17/3258 20130101; G07F 17/3213 20130101 |
International
Class: |
G07F 17/34 20060101
G07F017/34; G07F 17/32 20060101 G07F017/32 |
Claims
1. An electronic gaming device comprising: at least one wager
accepting device; at least one electronic video display; at least
one memory; at least one processor; and machine-readable code
stored in said at least one memory and configured to cause said at
least one processor to: present a game in response to placing of a
wager via said at least one wager accepting device, comprising
causing said at least one electronic video display to display
images of one or more reels displaying one or more game symbols; to
implement at least one game feature which has an associated value
which is based upon one or more game play events; to randomly
trigger a turbo boost feature; and to increase said associated
value of said at least one game feature by a boosted amount based
upon said triggering of said turbo boost feature.
2. The electronic gaming device of claim 1, wherein the at least
one game feature comprises at least one of a free spin meter, a
free game meter, a number of player picks, and a multiplier
value.
3. The electronic gaming device of claim 1, wherein said at least
one game feature comprises a free spin meter and said associated
value is a number of free spins awarded as a result of game
play.
4. The electronic gaming device of claim 1, wherein said at least
one game feature comprises a multiplier value and said associated
value is a numerical multiplier awarded as a result of game
play.
5. The electronic gaming device of claim 1, wherein said at least
one game feature comprises a pick bonus and said associated value
is a number of player picks.
6. The electronic gaming device of claim 1, wherein said associated
value has a base value and increments based upon game play.
7. The electronic gaming device of claim 1, wherein said boosted
amount is randomly selected.
8. The electronic gaming device of claim 1, wherein said boosted
amount varies depending upon one or more game play events.
9. The electronic gaming device of claim 1, wherein said
machine-readable code is further configured to cause said processor
to reset said associated value to a base value after said at least
one game feature is implemented.
10. A method of providing game play via an electronic gaming device
comprising: accepting a wager at said electronic gaming device;
presenting a game in response to said wager comprising causing said
at least one electronic video display of said electronic gaming
device to display images of one or more reels displaying one or
more game symbols; implementing at least one game feature which has
an associated value which is based upon one or more game play
events; randomly triggering a turbo boost feature; and increasing
said associated value of said at least one game feature by a
boosted amount based upon said triggering of said turbo boost
feature.
11. The method of claim 10, wherein the at least one game feature
comprises at least one of a free spin meter, a free game meter, a
number of player picks, and a multiplier value.
12. The method of claim 10, wherein said at least one game feature
comprises a free spin meter and said associated value is a number
of free spins awarded as a result of game play.
13. The method of claim 10, wherein said at least one game feature
comprises a multiplier value and said associated value is a
numerical multiplier awarded as a result of game play.
14. The method of claim 10, wherein said at least one game feature
comprises a pick bonus and said associated value is a number of
player picks.
15. The method of claim 10, wherein said associated value has a
base value and increments based upon game play.
16. The method of claim 10, further comprising randomly selecting
the boosted amount.
17. The method of claim 10, comprising determining said boosted
amount based upon one or more game play events.
18. The method of claim 10, further comprising resetting said
associated value to a base value after said at least one game
feature is implemented.
Description
RELATED APPLICATION DATA
[0001] This application is a continuation-in-part of U.S.
application Ser. No. 14/198,851, filed Mar. 6, 2014, now U.S. Pat.
No. 9,367,995.
FIELD OF THE INVENTION
[0002] The present invention relates to an electronic gaming
device. More specifically, the disclosure relates to providing one
or more turbo boost progressive functionalities on a gaming
device.
BACKGROUND OF THE INVENTION
[0003] The gaming industry has numerous casinos located both
worldwide and in the United States. A client of a casino or other
gaming entity can gamble via various games of chance. For example,
craps, roulette, baccarat, blackjack, and electronic games (e.g., a
slot machine) where a person may gamble on an outcome.
[0004] Paylines of an electronic gaming device (e.g., a slot
machine) are utilized to determine when predetermined winning
symbol combinations are aligned in a predetermined pattern to form
a winning combination. A winning event occurs when the player
successfully matches the predetermined winning symbols in one of
the predetermined patterns.
[0005] A player's entertainment while playing one or more games may
be enhanced by utilizing one or more turbo boost functionalities on
the gaming device. By increasing the player's entertainment level,
the player's enjoyment of the game may be enhanced, which may
increase a player's game playing period.
DESCRIPTION OF THE DRAWINGS
[0006] Non-limiting and non-exhaustive examples will be described
with reference to the following figures, wherein like reference
numerals refer to like parts throughout the various figures.
[0007] FIG. 1 is an illustration of the electronic gaming device,
according to one embodiment.
[0008] FIG. 2 is an illustration of an electronic gaming system,
according to one embodiment.
[0009] FIG. 3 is a block diagram of the electronic gaming device,
according to one embodiment.
[0010] FIG. 4 is another block diagram of the electronic gaming
device, according to one embodiment.
[0011] FIG. 5A is an illustration of turbo boost progressive game
play on a gaming device, according to one embodiment.
[0012] FIG. 5B is an illustration of a progressive game play on a
gaming device, according to one embodiment.
[0013] FIG. 5C is an illustration of progressive game play on a
gaming device, according to one embodiment.
[0014] FIG. 5D is an illustration of turbo boost progressive game
play on a gaming device, according to one embodiment.
[0015] FIG. 5E is another illustration of turbo boost progressive
game play on a gaming device, according to one embodiment.
[0016] FIG. 6A is another illustration of turbo boost progressive
game play on a gaming device, according to one embodiment.
[0017] FIG. 6B is another illustration of turbo boost progressive
game play on a gaming device, according to one embodiment.
[0018] FIG. 6C is another illustration of turbo boost progressive
game play on a gaming device, according to one embodiment.
[0019] FIG. 6D is another illustration of turbo boost progressive
game play on a gaming device, according to one embodiment.
[0020] FIG. 6E is another illustration of turbo boost progressive
game play on a gaming device, according to one embodiment.
[0021] FIG. 6F is another illustration of turbo boost progressive
game play on a gaming device, according to one embodiment.
[0022] FIG. 6G is another illustration of turbo boost progressive
game play on a gaming device, according to one embodiment.
[0023] FIG. 6H is another illustration of turbo boost progressive
game play on a gaming device, according to one embodiment.
[0024] FIG. 6J is another illustration of turbo boost progressive
game play on a gaming device, according to one embodiment.
[0025] FIG. 6K is another illustration of turbo boost progressive
game play on a gaming device, according to one embodiment.
[0026] FIG. 6L is another illustration of turbo boost progressive
game play on a gaming device, according to one embodiment.
[0027] FIG. 6M is another illustration of turbo boost progressive
game play on a gaming device, according to one embodiment.
[0028] FIG. 6N is another illustration of turbo boost progressive
game play on a gaming device, according to one embodiment.
[0029] FIG. 6P is another illustration of turbo boost progressive
game play on a gaming device, according to one embodiment.
[0030] FIG. 6Q is another illustration of turbo boost progressive
game play on a gaming device, according to one embodiment.
[0031] FIG. 6R is another illustration of turbo boost progressive
game play on a gaming device, according to one embodiment.
[0032] FIG. 6S is another illustration of turbo boost progressive
game play on a gaming device, according to one embodiment.
[0033] FIG. 6T is another illustration of turbo boost progressive
game play on a gaming device, according to one embodiment.
[0034] FIG. 6U is another illustration of turbo boost progressive
game play on a gaming device, according to one embodiment.
[0035] FIG. 6V is another illustration of turbo boost progressive
game play on a gaming device, according to one embodiment.
[0036] FIG. 6W is another illustration of turbo boost progressive
game play on a gaming device, according to one embodiment.
[0037] FIG. 6X is another illustration of turbo boost progressive
game play on a gaming device, according to one embodiment.
[0038] FIG. 6Y is another illustration of turbo boost progressive
game play on a gaming device, according to one embodiment.
[0039] FIG. 7A is a game play flow diagram, according to one
embodiment.
[0040] FIG. 7B is a game play flow diagram, according to one
embodiment.
[0041] FIG. 7C is a weighted chart utilized with a turbo boost
progressive, according to one embodiment.
[0042] FIG. 8 is a game play flow diagram, according to one
embodiment.
[0043] FIG. 9A is an illustration of pseudo game play on a gaming
device, according to one embodiment.
[0044] FIG. 9B is another illustration of pseudo game play on a
gaming device, according to one embodiment.
[0045] FIG. 9C is another illustration of pseudo game play on a
gaming device, according to one embodiment.
[0046] FIG. 9D is another illustration of pseudo game play on a
gaming device, according to one embodiment.
[0047] FIG. 10 is a pseudo game play flow diagram, according to one
embodiment.
[0048] FIG. 11 is another pseudo game play flow diagram, according
to one embodiment.
[0049] FIG. 12A is an illustration of subscription based
progressive game play on a gaming device, according to one
embodiment.
[0050] FIG. 12B is another illustration of subscription based
progressive game play on a gaming device, according to one
embodiment.
[0051] FIG. 12C is another illustration of subscription based
progressive game play on a gaming device, according to one
embodiment.
[0052] FIG. 12D is another illustration of subscription based
progressive game play on a gaming device, according to one
embodiment.
[0053] FIG. 13 is a flowchart for subscription based progressive
game play on a gaming device, according to one embodiment.
[0054] FIG. 14 is another illustration of subscription based
progressive game play on a gaming device, according to one
embodiment.
[0055] FIG. 15 is a flow diagram for subscription based progressive
game play, according to one embodiment.
[0056] FIG. 16A is an illustration of skill-based tournament game
play, according to one embodiment.
[0057] FIG. 16B is another illustration of skill-based tournament
game play, according to one embodiment.
[0058] FIG. 16C is another illustration of skill-based tournament
game play, according to one embodiment.
[0059] FIG. 16D is another illustration of skill-based tournament
game play, according to one embodiment.
[0060] FIG. 17 is an illustration of skill-based tournament game
play, according to one embodiment.
[0061] FIG. 18 is a flow diagram for skill-based tournament game
play, according to one embodiment.
[0062] FIG. 19 is a flow diagram for game play, according to one
embodiment.
[0063] FIG. 20 is a flow diagram for game play, according to one
embodiment.
DETAILED DESCRIPTION OF THE INVENTION
[0064] FIG. 1 is an illustration of an electronic gaming device
100. Electronic gaming device 100 may include a multi-media stream
110, a first display screen 102, a second display screen 104, a
third display screen 106, a side display screen 108, an input
device 112, a credit device 114, a device interface 116, and an
identification device 118. Electronic gaming device 100 may display
one, two, a few, or a plurality of multi-media streams 110, which
may be obtained from one or more gaming tables, one or more
electronic gaming devices, a central server, a video server, a
music server, an advertising server, another data source, and/or
any combination thereof.
[0065] Multi-media streams may be obtained for an entertainment
event, a wagering event, a promotional event, a promotional
offering, an advertisement, a sporting event, any other event,
and/or any combination thereof. For example, the entertainment
event may be a concert, a show, a television program, a movie, an
Internet event, and/or any combination thereof. In another example,
the wagering event may be a poker tournament, a horse race, a car
race, and/or any combination thereof. The advertisement may be an
advertisement for a casino, a restaurant, a shop, any other entity,
and/or any combination thereof. The sporting event may be a
football game, a baseball game, a hockey game, a basketball game,
any other sporting event, and/or any combination thereof. These
multi-media streams may be utilized in combination with the gaming
table video streams.
[0066] Input device 112 may be mechanical buttons, electronic
buttons, mechanical switches, electronic switches, optical
switches, a slot pull handle, a keyboard, a keypad, a touch screen,
a gesture screen, a joystick, a pointing device (e.g., a mouse), a
virtual (on-screen) keyboard, a virtual (on-screen) keypad,
biometric sensor, or any combination thereof. Input device 112 may
be utilized to select one or more turbo boost gaming options, to
make a wager, to make a turbo boost progressive wager, to control
any object, to select one or more pattern gaming options, to obtain
data relating to historical payouts, to select a row and/or column
to move, to select a row area to move, to select a column area to
move, to select a symbol (or image) to move, to modify electronic
gaming device 100 (e.g., change sound level, configuration, font,
language, etc.), to select a movie or song, to select live
multi-media streams, to request services (e.g., drinks, slot
attendant, manager, etc.), to select two-dimensional ("2D") game
play, to select three-dimensional ("3D") game play, to select both
two-dimensional and three-dimensional game play, to change the
orientation of games in a three-dimensional space, to move a symbol
(e.g., wild, multiplier, etc.), and/or any combination thereof.
These selections may occur via any other input device (e.g., a
touch screen, voice commands, etc.). Input device 112 may be any
control panel.
[0067] Credit device 114 may be utilized to collect monies and
distribute monies (e.g., cash, vouchers, etc.). Credit device 114
may interface with a mobile device to electronically transmit money
and/or credits. Credit device 114 may interface with a player's
card to exchange player points.
[0068] Device interface 116 may be utilized to interface electronic
gaming device 100 to a bonus game device, a local area progressive
controller, a wide area progressive controller, a progressive sign
controller, a peripheral display device, signage, a promotional
device, network components, a local network, a wide area network,
remote access equipment, a slot monitoring system, a slot player
tracking system, the Internet, a server, and/or any combination
thereof.
[0069] Device interface 116 may be utilized to connect a player to
electronic gaming device 100 through a mobile device, card, keypad,
identification device 118, and/or any combination thereof. Device
interface 116 may include a docking station by which a mobile
device is plugged into electronic gaming machine 100. Device
interface 116 may include an over the air connection by which a
mobile device is connected to electronic gaming machine 100 (e.g.,
Bluetooth, Near Field technology, and/or Wi-Fi technology). Device
interface 116 may include a connection to identification device
118.
[0070] Identification device 118 may be utilized to determine an
identity of a player. Based on information obtained by
identification device 118, electronic gaming device 100 may be
reconfigured. For example, the language, sound level, music,
placement of multi-media streams, one or more game functionalities
(e.g., game type 1, game type 2, game type 3, etc.) may be
presented, a turbo boost gaming option may be presented, a repeat
payline gaming option may be presented, a pattern gaming option may
be presented, historical gaming data may be presented, a row
rearrangement option may be presented, a column rearrangement
option may be presented, a row area rearrangement option may be
presented, a column area rearrangement option may be presented, a
two-dimensional gaming option may be presented, a three-dimensional
gaming option may be presented, and/or the placement of gaming
options may be modified based on player preference data. For
example, the player may only want to play games that include turbo
boost gaming options only. Therefore, only games which include
turbo boost gaming options would be presented to the player. In
another example, the player may only want to play games that
include historical information relating to game play. Therefore,
only games which include historical gaming data would be presented
to the player. These examples may be combined.
[0071] Identification device 118 may utilize biometrics (e.g.,
thumb print, retinal scan, or other biometric). Identification
device 118 may include a card entry slot into input device 112.
Identification device 118 may include a keypad with an assigned pin
number for verification. Identification device 118 may include
multiple layers of identification for added security. For example,
a player could be required to enter a player tracking card, and/or
a pin number, and/or a thumb print, and/or any combination thereof.
Based on information obtained by identification device 118,
electronic gaming device 100 may be reconfigured. For example, the
language, sound level, music, placement of video streams, placement
of images, and the placement of gaming options utilized may be
modified based on a player's preference data. For example, a player
may have selected baseball under the sporting event preferences;
electronic gaming device 100 will then automatically display the
current baseball game onto side display screen 108 and/or an
alternate display screen as set in the player's options.
[0072] First display screen 102 may be a liquid crystal display
("LCD"), a cathode ray tube display ("CRT"), organic light-emitting
diode display ("OLED"), plasma display panel ("PDP"),
electroluminescent display ("ELD"), a light-emitting diode display
("LED"), or any other display technology. First display screen 102
may be used for displaying primary games or secondary (bonus)
games, to display one or more warnings relating to one or more
audio devices, one or more display devices, one or more electrical
wires, one or more springs, one or more motors, one or more
adjustable devices, and/or one or more sensors, advertising, player
attractions, electronic gaming device 100 configuration parameters
and settings, game history, accounting meters, events, alarms,
and/or any combination thereof. Second display screen 104, third
display screen 106, side display screen 108, and any other screens
may utilize the same technology as first display screen 102 and/or
any combination of technologies.
[0073] First display screen 102 may also be virtually combined with
second display screen 104. Likewise second display screen 104 may
also be virtually combined with third display screen 106. First
display screen 102 may be virtually combined with both second
display screen 104 and third display screen 106. Any combination
thereof may be formed.
[0074] For example, a single large image could be partially
displayed on second display screen 104 and partially displayed on
third display screen 106, so that when both display screens are put
together they complete one image. Electronic gaming device 100 may
stream or play prerecorded multi-media data, which may be displayed
on any display combination.
[0075] One or more cameras 120 and/or one or more sensors 122 may
be utilized as one or more depth image sensing devices, which may
be located in various locations, including but not limited to,
above the base display, above second display, in one or more
locations on gaming cabinet front, on a side of the gaming cabinet
other than gaming cabinet front, and/or any other location.
[0076] In one embodiment, electronic gaming device 100 may not
include separate one or more input devices, but instead may only
utilize one or more depth image sensing devices. In another
embodiment, a player may utilize one or more input devices and/or
may utilize gestures that electronic gaming device 100, via one or
more depth image sensing devices, recognizes in order to make
inputs for a play of a game. A player may interact with electronic
gaming device 100 via one or more depth image sensing devices for a
plurality of various player inputs.
[0077] In one embodiment, one or more depth image sensing devices
may include at least two similar devices. For example, each of the
at least two similar devices may independently sense depth and/or
image of a scene. In another example, such similar depth image
sensing devices may then communicate information to one or more
processors, which may utilize the information from each of the
similar depth image sensing devices to determine the relative depth
of an image from a captured scene.
[0078] In another embodiment, one or more depth image sensing
devices may include at least two different devices. For example,
and discussed in more detail below, one of the at least two
different devices may be an active device and/or one of the at
least two different devices may be a passive device. In one
example, such an active device may generate a wave of measurable
energy (e.g., light, radio, etc.). In another example, such a
passive device may be able to detect reflected waves generated by
such an active device. In another example, such an active device
and such a passive device may each communicate data related to
their respective activity to a processor, and such processor may
translate such data in order to determine the depth and/or image of
a scene occurring near electronic gaming device 100.
[0079] Electronic gaming device 100 may include at least one
display device. Electronic gaming device 100 may include a base
display and/or a second display. In one embodiment, base display
may be the primary display for a first game and/or one or more
turbo boost games. In another embodiment, second display may be the
primary display for a second, bonus game, and/or one or more turbo
boost progressive games. For example, base display may display: a
reel-type video slot game; and upon a bonus game triggering
condition; second display may display a bonus game; and upon a
turbo boost progressive game feature triggering event; first and/or
second display (and/or Nth displays) may display a turbo boost
progressive game feature.
[0080] In one embodiment, base display and second display may
display separate portions of a common image. For example, second
display may display a top portion of a wheel spinning while base
display may display the bottom portion of the same wheel
spinning.
[0081] Electronic gaming device 100 may also include one or more
speakers. In one embodiment, one or more speakers may work in a
synchronized manner to provide a surround sound effect. For
example, as an object is displayed moving across base display from
left to right, one or more speakers may produce sound in such a
manner as to create an audible sense of similar left to right
movement. In another embodiment, one or more speakers may work
asynchronously. In a further embodiment, a first speaker may
produce sounds associated with a first symbol appearing in a play
of a game, and a second speaker may produce sounds associated with
a second symbol appearing in a play of the game.
[0082] In FIG. 2, an electronic gaming system 200 is shown.
Electronic gaming system 200 may include a video/multimedia server
202, a gaming server 204, a player tracking server 206, a voucher
server 208, an authentication server210, and an accounting server
212.
[0083] Electronic gaming system 200 may include video/multimedia
server 202, which may be coupled to network 224 via a network link
214. Network 224 may be the Internet, a private network, and/or a
network cloud. One or more video streams may be received at
video/multimedia server 202 from other electronic gaming devices
100. Video/multimedia server 202 may transmit one or more of these
video streams to a mobile phone 230, electronic gaming device 100,
a remote electronic gaming device at a different location in the
same property 216, a remote electronic gaming device at a different
location 218, a laptop 222, and/or any other remote electronic
device 220. Video/multimedia server 202 may transmit these video
streams via network link 214 and/or network 224.
[0084] For example, a remote gaming device at the same location may
be utilized at a casino with multiple casino floors, a casino that
allows wagering activities to take place from the hotel room, a
casino that may allow wagering activities (including turbo boost
progressive wagers) to take place from the pool area, etc. In
another example, the remote devices may be at another location via
a progressive link to another casino, and/or a link within a casino
corporation that owns numerous casinos (e.g., MGM, Caesars,
etc.).
[0085] Gaming server 204 may generate gaming outcomes. Gaming
server 204 may provide electronic gaming device 100 with game play
content. Gaming server 204 may provide electronic gaming device 100
with game play math and/or outcomes. Gaming server 204 may provide
one or more of: a turbo boost game feature functionality; a turbo
boost game feature evaluation functionality; a payout
functionality; a base and/or bonus game play functionality; a base
and/or bonus game play evaluation functionality, other game
functionality, and/or any other virtual game functionality.
[0086] Player tracking server 206 may track a player's betting
activity, a player's preferences (e.g., language, font, sound
level, drinks, etc.). Based on data obtained by player tracking
server 206, a player may be eligible for gaming rewards (e.g., free
play), promotions, and/or other awards (e.g., complimentary food,
drinks, lodging, concerts, etc.).
[0087] Voucher server 208 may generate a voucher, which may include
data relating to gaming. Further, the voucher may include turbo
boost wagering data and/or payline structure option selections. In
addition, the voucher may include game play data (or similar game
play data), repeat payline data, pattern data, historical payout
data, column data, row data, and/or symbols that were modified.
[0088] Authentication server 210 may determine the validity of
vouchers, player's identity, and/or an outcome for a gaming
event.
[0089] Accounting server 212 may compile, track, and/or monitor
cash flows, voucher transactions, winning vouchers, losing
vouchers, turbo boost progressive wagering data, and/or other
transaction data. Transaction data may include the number of
wagers, the size of these wagers, the date and time for these
wagers, the identity of the players making these wagers, the
frequency of the wagers, and/or verification data, and/or
confirmation data. Accounting server 212 may generate tax
information relating to these wagers. Accounting server 212 may
generate profit/loss reports for players' tracked outcomes.
[0090] Network connection 214 may be used for communication between
dedicated servers, thin clients, thick clients, back-office
accounting systems, etc.
[0091] Laptop computer 222 and/or any other electronic devices
(e.g., mobile phone 230, electronic gaming device 100, etc.) may be
used for downloading new gaming device applications or gaming
device related firmware through remote access.
[0092] Laptop computer 222 and/or any other electronic device
(e.g., mobile phone 230, electronic gaming device 100, etc.) may be
used for uploading accounting information (e.g., cashable credits,
non-cashable credits, coin in, coin out, bill in, voucher in,
voucher out, etc.).
[0093] Network 224 may be a local area network, a casino premises
network, a wide area network, a virtual private network, an
enterprise private network, the Internet, or any combination
thereof. Hardware components, such as network interface cards,
repeaters and hubs, bridges, switches, routers, firewalls, or any
combination thereof may also be part of network 224.
[0094] A statistics server may be used to maintain data relating to
historical game play and/or turbo boost progressive wagering data
for one or more electronic gaming devices 100 and/or other events.
This historical data may include winning amounts, winning data
(e.g., person, sex, age, time on machine, amount of spins before
winning event occurred, etc.), fastest winning event reoccurrence,
longest winning event reoccurrence, average frequencies of winning
events, average winning amounts, highest winning amount, lowest
winning amount, locations for winning events, winning event dates,
winning machines, winning game themes, and/or any other data
relating to game play.
[0095] Searching server 232 may implement a search on one or more
gaming devices to obtain gaming data. Searching server 232 may
implement a messaging function, which may transmit a message to a
third party (e.g., a player) relating to a search, a search status
update, a game status update, a wager status update, a confirmation
of a wager, a confirmation of a money transfer, and/or any other
data relating to the player's account. The message can take the
form of a text display on the gaming device, a pop up window, a
text message, an email, a voice message, a video message and the
like. Searching server 232 may implement a wagering function, which
may be an automatic wagering mechanism. These functions of
searching server 232 may be integrated into one or more
servers.
[0096] Searching server 232 may include one or more searching
structures, one or more searching algorithms, and/or any other
searching mechanisms. In general, the search structures may cover
which EGMs paid out the most money during a time period, which EGMs
kept the most money from players during a time period, which EGMs
are the most popular (e.g., top games), which EGMs are the least
popular, which EGMs have the most amount of money bet during a
period, which EGMs have the highest bet volume, which EGMs are more
volatile (e.g., volatility, or deviation from the statistical norms
of bet volume, bet amount, pay out, etc.) during a time period, and
the like. These searches may also be associated with location
queries, time queries, and/or people queries (e.g., where are the
table games that most of my friends bet on, where are my favorite
EGMs, what are players betting on the most today, when are most
bets placed, etc.).
[0097] The searching structures may be predetermined searching
structures. For example, the method may start searching a first
device, then a second device, then a third device, up to an Nth
device based on one or more searching parameters (e.g., triggering
event). In one example, the search may end once one or more
triggering events are determined. In another example, the search
may end once data has been received from a predetermined number
(e.g., one, two, ten, one hundred, all) of the devices. In another
example, the search may be based on a predetermined number of
devices to be searched in combination with a predetermined number
of search results to be obtained. In this example, the search
structure may be a minimum of ten devices to be searched, along
with a minimum of five gaming options to be determined.
[0098] In another example, the searching structures may be based on
one or more specific games (e.g., a first EGM type, a second EGM
type, etc.). Searching structure may search one or more of these
games.
[0099] In another example, the searching structure may be based on
a player's preferences, past transactional history, player input, a
particular EGM, a particular casino, a particular location within a
casino, game outcomes over a time period, payout over a time
period, and/or any other criteria.
[0100] FIG. 3 shows a block diagram 300 of electronic gaming device
100. Electronic gaming device 100 may include a processor 302, a
memory 304, a smart card reader 306, a printer 308, a jackpot
controller 310, a camera 312, a network interface 314, an input
device 316, a display 318, a credit device 320, a device interface
322, an identification device 324, and a voucher device 326.
[0101] Processor 302 may execute program instructions of memory 304
and use memory 304 for data storage. Processor 302 may also include
a numeric co-processor, or a graphics processing unit (or units)
for accelerated video encoding and decoding, and/or any combination
thereof.
[0102] Processor 302 may include communication interfaces for
communicating with electronic gaming device 100, electronic gaming
system 200, and user interfaces to enable communication with all
gaming elements. For example, processor 302 may interface with
memory 304 to access a player's mobile device through device
interface 322 to display contents onto display 318. Processor 302
may generate a voucher based on a wager confirmation, which may be
received by an input device, a server, a mobile device, and/or any
combination thereof. A voucher device may generate, print,
transmit, or receive a voucher. Memory 304 may include
communication interfaces for communicating with electronic gaming
device 100, electronic gaming system 200, and user interfaces to
enable communication with all gaming elements. For example, the
information stored on memory 304 may be printed out onto a voucher
by printer 308. Videos or pictures captured by camera 312 may be
saved and stored on memory 304. Memory 304 may include a
confirmation module, which may authenticate a value of a voucher
and/or the validity of the voucher. Processor 302 may determine the
value of the voucher based on generated voucher data and data in
the confirmation module. Electronic gaming device 100 may include a
player preference input device. The player preference input device
may modify a game configuration. The modification may be based on
data from the identification device.
[0103] Memory 304 may be non-volatile semiconductor memory, such as
read only memory ("ROM"), erasable programmable read-only memory
("EPROM"), electrically erasable programmable read-only memory
("EEPROM"), flash memory ("NVRAM"), Nano-RAM (e.g., carbon nanotube
random access memory), and/or any combination thereof.
[0104] Memory 304 may also be volatile semiconductor memory such
as, dynamic random access memory ("DRAM"), static random access
memory ("SRAM"), and/or any combination thereof.
[0105] Memory 304 may also be a data storage device, such as a hard
disk drive, an optical disk drive such as, CD, DVD, Blu-ray, a
solid state drive, a memory stick, a CompactFlash card, a USB flash
drive, a Multi-media Card, an xD-Picture Card, and/or any
combination thereof.
[0106] Memory 304 may be used to store read-only program
instructions for execution by processor 302, for the read-write
storage for global variables and static variables, read-write
storage for uninitialized data, read-write storage for dynamically
allocated memory, for the read-write storage of the data structure
known as "the stack," and/or any combination thereof.
[0107] Memory 304 may be used to store the read-only paytable
information for which symbol combinations on a given payline that
result in a win (e.g., payout) which are established for games of
chance, such as slot games and video poker.
[0108] Memory 304 may be used to store accounting information
(e.g., cashable electronic promotion in, non-cashable electronic
promotion out, coin in, coin out, bill in, voucher in, voucher out,
electronic funds transfer in, etc.).
[0109] Memory 304 may be used to record error conditions on an
electronic gaming device 100, such as door open, coin jam, ticket
print failure, ticket (e.g., paper) jam, program error, reel tilt,
etc., and/or any combination thereof.
[0110] Memory 304 may also be used to record the complete history
for the most recent game played, plus some number of prior games as
may be determined by the regulating authority.
[0111] Smart card reader 306 may allow electronic gaming device 100
to access and read information provided by the player or
technician, which may be used for setting the player preferences
and/or providing maintenance information. For example, smart card
reader 306 may provide an interface between a smart card (inserted
by the player) and identification device 324 to verify the identity
of a player.
[0112] Printer 308 may be used for printing slot machine payout
receipts, turbo boost progressive wager payouts, turbo boost
progressive wagering vouchers, slot machine wagering vouchers,
non-gaming coupons, slot machine coupons (e.g., a wagering
instrument with a fixed waging value that can only be used for
non-cashable credits), drink tokens, comps, and/or any combination
thereof.
[0113] Electronic gaming device 100 may include a jackpot
controller 310, which may allow electronic gaming device 100 to
interface with other electronic gaming devices either directly or
through electronic gaming system 200 to accumulate a shared
jackpot.
[0114] Camera 312 may allow electronic gaming device 100 to take
images of a player or a player's surroundings. For example, when a
player sits down at the machine his or her picture may be taken to
include his or her image into the game play. A picture of a player
may be an actual image as taken by camera 312. A picture of a
player may be a computerized caricature (i.e., avatar) of the image
taken by camera 312. The image obtained by camera 312 may be used
in connection with identification device 324 using facial
recognition. Camera 312 may allow electronic gaming device 100 to
record video. The video may be stored on memory 304 or stored
remotely via electronic gaming system 200. Videos obtained by
camera 312 may then be used as part of game play, or may be used
for security purposes. For example, a camera located on electronic
gaming device 100 may capture videos of a potential illegal
activity (e.g., tampering with the machine, crime in the vicinity,
underage players, etc.).
[0115] Network interface 314 may allow electronic gaming device 100
to communicate with video/multimedia server 202, gaming server 204,
player tracking server 206, voucher server 208, authentication
server 210, and/or accounting server 212, and/or any other turbo
boost progressive wagering related server (e.g., server to confirm
another event (e.g., a horse race, football game, etc.)).
[0116] Input device 316 may be mechanical buttons, electronic
buttons, a touch screen, and/or any combination thereof. Input
device 316 may be utilized to make a wager, to make a turbo boost
progressive wager, to select one or more game elements, to select
one or more gaming options, to make an offer to buy or sell a
voucher, to determine a voucher's worth, to cash in a voucher, to
modify electronic gaming device 100 (e.g., change sound level,
configuration, font, language, etc.), to modify one of one or more
audio devices, one or more display devices, one or more electrical
wires, one or more springs, one or more motors, one or more
adjustable devices, and/or one or more sensors, to select a movie
or music, to select live video streams (e.g., sporting event 1,
sporting event 2, sporting event 3), to request services (e.g.,
drinks, manager, etc.), and/or any combination thereof.
[0117] Display 318 may show video streams from one or more content
sources. Display 318 may encompass first display screen 102, second
display screen 104, third display screen 106, side display screen
108, and/or another screen used for displaying video content.
[0118] Credit device 320 may be utilized to collect monies and
distribute monies (e.g., cash, vouchers, etc.). Credit device 320
may interface with processor 302 to allow game play to take place.
Processor 302 may determine any payouts, display configurations,
animation, and/or any other functions associated with game play.
Credit device 320 may interface with display 318 to display the
amount of available credits for the player to use for wagering
purposes. Credit device 320 may interface via device interface 322
with a mobile device to electronically transmit money and/or
credits. Credit device 320 may interface with a player's
pre-established account, which may be stored on electronic gaming
system 200, to electronically transmit money and/or credit. For
example, a player may have a credit card or other mag-stripe card
on file with the location for which money and/or credits can be
directly applied when the player is done. Credit device 320 may
interface with a player's card to exchange player points.
[0119] Electronic gaming device 100 may include a device interface
322 that a user may employ with his or her mobile device (e.g.,
smart phone) to receive information from and/or transmit
information to electronic gaming device 100 (e.g., watch a movie,
listen to music, obtain verbal betting options, verify
identification, transmit credits, etc.).
[0120] Identification device 324 may be utilized to allow
electronic gaming device 100 to determine an identity of a player.
Based on information obtained by identification device 324,
electronic gaming device 100 may be reconfigured. For example, the
language, sound level, music, placement of video streams, placement
of images, placement of gaming options, and/or the tables utilized
may be modified based on player preference data.
[0121] For example, a player may have selected a specific baseball
team (e.g., Atlanta Braves) under the sporting event preferences,
the electronic gaming device 100 will then automatically (or via
player input) display the current baseball game (e.g., Atlanta
Braves vs. Philadelphia Phillies) onto side display screen 108
and/or an alternate display screen as set in the player's
options.
[0122] A voucher device 326 may generate, print, transmit, or
receive a voucher. The voucher may represent a wagering option, a
wagering structure, a wagering timeline, a value of wager, a payout
potential, a payout, and/or any other wagering data. A voucher may
represent an award, which may be used at other locations inside of
the gaming establishment. For example, the voucher may be a coupon
for the local buffet or a concert ticket.
[0123] FIG. 4 shows a block diagram of memory 304, which includes
various modules. Memory 304 may include a validation module 402, a
voucher module 404, a reporting module 406, a maintenance module
408, a player tracking preferences module 410, an animation module,
a game evaluation module 412, a payout module 414, a sensor module,
a scene module, a sensor and scene evaluation module, a sensor and
scene output module, a reference models module, an audio module, an
audio device adjustment module, a display device adjustment module,
a bonus module 416, a statistics module 418, a progressive module
420, a turbo boost progressive game module 422, a presentation and
implementation module 424, a tracking module, a signage module 426,
an advertisement module 428, a subscription-based progressive
module 430, a 3D gesturing module 432, a pseudo module 434, and a
skill-based module 436.
[0124] Validation module 402 may utilize data received from voucher
device 326 to confirm the validity of the voucher.
[0125] Voucher module 404 may store data relating to generated
vouchers, redeemed vouchers, bought vouchers, and/or sold
vouchers.
[0126] Reporting module 406 may generate reports related to a
performance of electronic gaming device 100, electronic gaming
system 200, video streams, gaming objects, credit device 114,
and/or identification device 118.
[0127] Maintenance module 408 may track any maintenance that is
implemented on electronic gaming device 100 and/or electronic
gaming system 200. Maintenance module 408 may schedule preventative
maintenance and/or request a service call based on a device
error.
[0128] Player tracking preferences module 410 may compile and track
data associated with a player's preferences.
[0129] Animation module may generate, compile, transmit, and/or
store one or more animations and/or presentations based on one or
more scene data, one or more scenes, one or more reference models,
one or more game play data, one or more player profiles, and/or any
combination thereof.
[0130] Game evaluation module 412 may evaluate one or more outcomes
for one or more events relating to game play.
[0131] Payout module 414 may determine one or more payouts which
may relate to one or more inputs received from the player,
electronic gaming device 100, and/or electronic gaming system
200.
[0132] Sensor module may generate, compile, transmit, and/or store
any data relating to one or more scene data, one or more scene,
and/or any other sensor data. This data may include one or more
gestures (e.g., body movement made by one or more players).
[0133] Scene module may generate, compile, transmit, and/or store
on one or more scene data, one or more scenes, one or more
reference models, one or more game play data, one or more player
profiles, and/or any combination thereof.
[0134] Sensor and scene evaluation module may evaluate any data
stored on, transmitted to, and/or transmitted from sensor module
and scene module. Sensor and scene evaluation module may obtain
data including one or more gestures (e.g., body movement made by
one or more players) from sensor module and compare this data to
one or more body reference models, body part reference models,
device reference models, gaming device reference models, floor plan
reference models, and/or any other reference models from reference
models module to determine one or more actions.
[0135] Sensor and scene output module may evaluate the combined
output of sensor module and scene module.
[0136] Reference models module may generate, compile, transmit,
and/or store one or more body reference models, body part reference
models, device reference models, gaming device reference models,
floor plan reference models, and/or any other reference models
which can be utilized by any of the other modules.
[0137] Audio module may generate, compile, transmit, and/or store
one or more audio structures, sound wave configurations, and/or any
other audio data.
[0138] Audio device adjustment module may adjust one or more audio
devices. These devices may be adjusted physically (e.g., moved)
and/or by changing one or more device characteristics.
[0139] Display device adjustment module may adjust one or more
display devices. These devices may be adjusted physically (e.g.,
moved) and/or by changing one or more device characteristics.
[0140] Bonus module 416 may generate a bonus game, evaluate the
results of the bonus game, trigger bonus game presentations,
generate bonus game payouts, and/or display any data relating to
the bonus game.
[0141] Statistics module 418 may be used to maintain data relating
to historical game play (including turbo boost progressive wagering
data--(Turbo boost amount, turbo boost triggering time and date
information, sponsor data, etc.)) for one or more electronic gaming
devices 100. This historical data may include winning amounts,
winning data (e.g., person, sex, age, time on machine, amount of
spins before winning event occurred, etc.), fastest winning event
reoccurrence, longest winning event reoccurrence, average
frequencies of winning events, average winning amounts, highest
winning amount, lowest winning amount, locations for winning
events, winning event dates, winning machines, winning game themes,
and/or any other data relating to game play.
[0142] Progressive module 420 may generate, transmit, compile,
and/or store one or more data points relating to one or more
progressives and/or subscription progressives (e.g., a progressive
a player selects and pays to enter).
[0143] Turbo boost progressive game module 422 may generate,
transmit, compile, and/or store one or more data points and/or
presentations relating to one or more turbo boost progressive
gaming options and/or turbo boost progressive gaming wagers.
[0144] Presentation and implementation module 424 may generate,
transmit, compile, implement, and/or store one or more
presentations.
[0145] Tracking module may generate, transmit, compile, and/or
store one or more data points related to tracking one or more turbo
boost progressive wagers and/or turbo boost progressive wager
players.
[0146] Signage module 426 may generate, transmit, compile,
initiate, and/or store one or more presentations for one or more
signs.
[0147] Advertisement module 428 may generate, transmit, compile,
present, implement, initiate, and/or store one or more
advertisements.
[0148] Searching module may implement a search on one or more
gaming devices to obtain gaming data. Searching module 432 may
implement a messaging function, which may transmit a message to a
third party (e.g., a player) relating to a search, a search status
update, a game status update, a wager status update, a confirmation
of a wager, a confirmation of a money transfer, and/or any other
data relating to the player's account. The message can take the
form of a text display on the gaming device, a pop up window, a
text message, an email, a voice message, a video message and the
like. Searching module 432 may implement a wagering function, which
may be an automatic wagering mechanism. These functions of
searching module may be integrated into one or more servers.
[0149] Searching module may include one or more searching
structures, one or more searching algorithms, and/or any other
searching mechanisms. In general, the search structures may cover
which EGMs paid out the most money during a time period, which EGMs
kept the most money from players during a time period, which EGMs
are the most popular (e.g., top games), which EGMs are the least
popular, which EGMs have the most amount of money bet during a
period, which EGMs have the highest bet volume, which EGMs are more
volatile (e.g., volatility, or deviation from the statistical norms
of bet volume, bet amount, pay out, etc.) during a time period, and
the like. These searches may also be associated with location
queries, time queries, and/or people queries (e.g., where are the
table games that most of my friends bet on, where are my favorite
EGMs, what are players betting on the most today, when are most
bets placed, etc.).
[0150] The searching structures may be predetermined searching
structures. For example, the method may start searching a first
device, then a second device, then a third device, up to an Nth
device based on one or more searching parameters (e.g., triggering
event). In one example, the search may end once one or more
triggering events are determined. In another example, the search
may end once data has been received from a predetermined number
(e.g., one, two, ten, one hundred, all) of the devices. In another
example, the search may be based on a predetermined number of
devices to be searched in combination with a predetermined number
of search results to be obtained. In this example, the search
structure may be a minimum of ten devices to be searched, along
with a minimum of five gaming options to be determined.
[0151] In another example, the searching structures may be based on
one or more specific games (e.g., a first EGM type, a second EGM
type, etc.). Searching structure may search one or more of these
games.
[0152] In another example, the searching structure may be based on
a player's preferences, past transactional history, player input, a
particular EGM, a particular casino, a particular location within a
casino, game outcomes over a time period, payout over a time
period, and/or any other criteria.
[0153] Wild module may generate a wild game, evaluate the results
of the wild game, trigger wild game presentations, generate wild
game payouts, and/or display any data relating to the wild game.
Further, wild module may determine one or more outcomes of one or
more interactions (e.g., collisions of one or more symbols).
[0154] Scatter module may generate a scatter game, evaluate the
results of the scatter game, trigger scatter game presentations,
generate scatter game payouts, and/or display any data relating to
the scatter game.
[0155] Turbo boost progressive evaluation module may evaluate one
or more outcomes for one or more events relating to turbo boost
progressive game play. Further, turbo boost progressive evaluation
module may determine one or more outcomes of one or more
interactions.
[0156] Advertisement module 428 may generate, compile, transmit,
and/or store advertisement information relating to one or more
turbo boost progressives, subscription based progressive, and/or
any other gaming feature. These advertisements may be presented on
one or more display screens, an internet website, and/or any other
advertisement avenue.
[0157] Subscription-based progressive module 430 may generate,
compile, transmit, and/or store one or more subscription based
progressive structures and/or any other data relating to one or
more subscription based progressive structures and/or subscription
based progressive game play.
[0158] 3D gesturing module 432 may generate, compile, transmit,
and/or store one or more data points, presentations, reference
modules, and/or structure relating to any aspect of 3D
gesturing.
[0159] Pseudo module 434 may generate, transmit, compile, and/or
store one or more data points and/or presentations relating to one
or more pseudo gaming options and/or pseudo gaming wagers.
[0160] Skill-based module 436 may generate, compile, store, and/or
transmit one or more skill-based structures and/or one or more
skill-based tournament structures. Skill-based evaluation module
may evaluation one or more outcomes of one or more skill-based
games and/or skill-based tournament games.
[0161] Installation verification module may verify the installation
parameters on one or more of audio devices, one or more display
devices, one or more electrical wires, one or more springs, one or
more motors, one or more adjustable devices, and/or one or more
sensors to one or more reference data points. Installation
verification module may generate a warning when the data points are
outside of a specific parameter range. One or more warnings may be
transmitted to an external device, a server, a mobile device,
and/or a warning display on electronic gaming device 100 based on
the verification data.
[0162] Locking module may control the locking mechanism for one or
more audio devices, one or more display devices, one or more
electrical wires, one or more springs, one or more motors, one or
more adjustable devices, and/or one or more sensors. Locking module
may control any locking mechanism for electronic gaming device 100.
Locking module may generate a warning when a locking data point is
outside of a specific parameter. These warnings may be transmitted
to an external device, a server, a mobile device, and/or a warning
display on electronic gaming device 100.
[0163] It should be noted that one or more modules may be combined
into one module. Further, there may be one evaluation module where
the determined payout does not depend on whether there were any
wild symbols, scatter symbols, treasure based game play, and/or any
other specific symbols. Further, any module, device, and/or logic
function in electronic gaming device 100 may be present in
electronic gaming system 200. In addition, any module, device,
and/or logic function in electronic gaming system 200 may be
present in electronic gaming device 100.
[0164] In one embodiment, a system based on one or more turbo boost
games may be offered that are dependent on a function of a primary
slot machine and/or any other device. For example, a second window
may open on a primary game screen (and/or any other display and/or
any other output device) that offers a wager on the outcome of the
next game (e.g., spin, etc.). In one example, the wagering option
may be whether the next game (e.g., spin, etc.) will be a winner or
a loser. The player may make the wager and play the game. If the
results of the game play is consistent with the player's bet, the
player wins and is awarded a prize. In one example, the gaming
system does not determine the outcome of the future game play
before the wager and/or odds are accepted and/or created. In this
example, this gaming option may not need to be approved as a gaming
device and may not be subject to the rigorous standards of a
regulated gaming device. In this example, an accounting system that
accepts bets and pays winning bets may be utilized. In these
examples, the player is betting on some characteristic of slot
machine play and/or another verifiable event outcome.
[0165] In one example, the types of wagers that can be accepted are
not relegated to the outcomes of the player's slot machine. In
various examples, the possibilities for betting options are related
to the events and/or occurrences that can be observed, recorded,
and/or verified by the system. For example, one wagering option may
be whether the turbo boost (and/or progressive) will be triggered
and/or hit in the next 3 minutes and/or next 10 spins. In another
example, one wagering option may be whether another person (e.g., a
friend, a wife, a husband, a stranger, etc.) will win on the next
spin. In this example, a loyalty card (and/or some other
identification method) may be utilized to identify the player
and/or a specific gaming device identification number may be
utilized. In another example, one wagering option may be whether
the mystery progressive will be hit (e.g., won) before it reaches a
certain number (e.g., $300, $1,000, etc.).
[0166] In another example, the credits for the wager and the
winnings may be moved to and from the primary gaming device through
automatic fund transfer ("AFT") transactions from the system.
Further, the system may act as the book maker for the bets. The
system may meter and account for all transfers in total and by each
game in which pseudo wagers have been made.
[0167] In another example, the system may determine the one or more
event outcomes via SAS communications, communications with a class
II server, and/or other communication protocol and/or other forms
of communication methods. The system may record one or more
outcomes for the wager and relays the results to the player and/or
one or more EGMs. In addition, the system may allow for a ticket to
be printed as a pseudo wager receipt but this may not be necessary
as the pseudo wager information is already stored on the system. In
addition, in cases where the pseudo wager cannot be completed, the
pseudo wager may be returned to the player or to the player's
account. In various examples, one or more rules may be implemented
for pseudo wagers that depend on an event occurring over a time
period and/or as other events happen to prevent the player from
trying to cancel wagers as a limit is approached. For example, a
player may want to cancel a bet that the next four spins will be
winner once the second spin was not a winner. However, the system
may not allow this.
[0168] In FIG. 5A, an illustration of a gaming device cabinet 500
is shown, according to one embodiment. A gaming device 502 may
include an overhead display 506, a side display 508, a main game
display 504, a left speaker 510A, a right speaker 510B, one or more
output devices (e.g., a ticket in/ticket out device 512), and/or
one or more input devices 516 (e.g., buttons, bill validators,
etc.). In one example, overhead display 506 includes a leadership
board sponsor and/or a ranking of tournament players. In this
example, the XYZ company has sponsored the leadership board and the
leadership board states "XYZ LEADER BOARD." In another example,
leadership display may include data relating to one or more
tournaments, such as, the time remaining (e.g., 1 HOUR 31 MINUTES
REMAINING). In this example, side display 508 may display a current
mode of operation. For example, a current mode may be a tournament
mode, a normal mode, a practice mode, a team mode, an individual
mode, any combination thereof, etc.
[0169] In FIG. 5B, an illustration of a progressive game play on a
gaming device is shown, according to one embodiment. A first image
500B may include a display 520, a first must-hit progressive
jackpot area 522, a second must-hit progressive jackpot area 542, a
reel area 560, and one or more reels 562 in the reel area 560. In
one example, first must-hit progressive jackpot area 522 may
include a first title area 524 (e.g., MUST HIT PROGRESSIVE JACKPOT
1), a first must-hit progressive jackpot amount area 526 which may
include a first must-hit progressive jackpot dollar amount 528
which may include a dollar amount area (e.g., $155) and a first
must-hit progressive jackpot cent area 532 (e.g., between 0.01 and
0.02) separated by a first must-hit progressive jackpot decimal
530. In this example, the first must-hit progressive dollar amount
528 may increase by a few cents for every spin activated (e.g.,
from 0.01 to 0.10, from 0.01 to 0.05, from 0.01 to 0.50, etc.)
which may be dependent on the amount of the wager per spin. For
example, a maximum credit wager may increase the first must-hit
progressive dollar amount 528 by 10 cents. Whereas, a minimum
credit wager may increase the first must-hit progressive dollar
amount 528 by 1 cent and/or nothing. Whereas, an average wager
(between the maximum and minimum wagering amounts) may increase the
first must-hit progressive dollar amount 528 by 3 cents.
[0170] In this example, second must-hit progressive jackpot area
542 may include a second title area 544 (e.g., MUST HIT PROGRESSIVE
JACKPOT 2), a second must-hit progressive jackpot amount area 546
which may include a second must-hit progressive jackpot dollar
amount 548 which may include a dollar amount area (e.g., $1015) and
a second must-hit progressive jackpot cent area 552 (e.g., between
0.03 and 0.04) separated by a second must-hit progressive jackpot
decimal 550. In this example, the second must-hit progressive
dollar amount 548 may increase by a few cents for every spin
activated (e.g., from 0.01 to 0.10, from 0.01 to 0.05, from 0.01 to
0.50, 0.0 to 0.99, etc.) which may be dependent on the amount of
the wager per spin. For example, a maximum credit wager may
increase the second must-hit progressive dollar amount 548 by 35
cents. Whereas, a minimum credit wager may increase the second
must-hit progressive dollar amount 548 by 1 cent and/or nothing.
Whereas, average wager (between the maximum and minimum wagering
amounts) may increase the second must-hit progressive dollar amount
548 by 15 cents. One embodiment of the invention is a turbo boost
progressive, e.g. a progressive jackpot or value which may be turbo
boosted. Thus, in various examples, one, a few, and/or a plurality
of progressives may be turbo boost based progressives while one, a
few, and/or a plurality of progressives may be non-turbo boost
based progressives. In this example, the first must hit jackpot 1
is a turbo boost progressive while the second must hit jackpot 2 is
a non-turbo boost progressive.
[0171] In FIG. 5C, an illustration of a progressive game play on a
gaming device is shown, according to one embodiment. A second image
500C may include first must-hit progressive jackpot area 522 which
may have a must win amount of $200. However, based on a random
number generator (and/or any other random and/or predetermined
method) the first must-hit progressive jackpot area 522 will be
triggered and paid out at any amount over $175. In other words,
even though the first must-hit progressive jackpot area 522 is
advertised to be won before $200, the actual amount may be any
number under $200. In this case, this amount is $175. Therefore, as
can be seen in FIG. 5C, it would require 1997 more spins (based on
1 cent being added to the progressive amount for every spin) from
the base case seen in FIG. 5B for first must-hit progressive
jackpot area 522 to be 1 cent from being triggered and paid
out.
[0172] In another example shown in FIG. 5D, the first must-hit
progressive jackpot area 522 is triggered and paid out on the next
spin because the progressive payout trigger amount (e.g., 175) has
been triggered. Therefore, it would require 1998 more spins (based
on 1 cent being added to the progressive amount for every spin)
from the base case seen in FIG. 5B for first must-hit progressive
jackpot area 522 to be triggered and paid out.
[0173] In FIG. 6A, another illustration of turbo boost progressive
game play on a gaming device is shown, according to one embodiment.
A third image 600A may include a display, a first must-hit
progressive jackpot area 602, a second must-hit progressive jackpot
area, a reel area, and one or more reels in the reel area. In one
example, first must-hit progressive jackpot area 602 may include a
first title area (e.g., MUST HIT PROGRESSIVE JACKPOT 1), a first
must-hit progressive jackpot amount area 604 which may include a
first must-hit progressive jackpot dollar amount which may include
a dollar amount area (e.g., $155) and a first must-hit progressive
jackpot cent area (e.g., between 0.01 (reference number 606) and
0.02 (reference number 608)) separated by a first must-hit
progressive jackpot decimal. In this example, the first must-hit
progressive dollar amount 604 may increase by a few cents for every
spin activated (e.g., from 0.01 to 0.10, from 0.01 to 0.03, from
0.01 to 0.15, 0.03 to 0.43, etc.) which may be dependent on the
amount of the wager per spin. For example, a maximum credit wager
may increase the first must-hit progressive dollar amount 604 by 5
cents. Whereas, a minimum credit wager may increase the first must
hit progressive dollar amount 604 by 1 cent and/or nothing.
Whereas, an average wager (between the maximum and minimum wagering
amounts) may increase the first must-hit progressive dollar amount
604 by 2 cents.
[0174] In FIG. 6B, another illustration of turbo boost progressive
game play on a gaming device is shown, according to one embodiment.
In this example, after one spin a turbo boost message 612A is shown
which states "CONGRATULATIONS! YOU WON THE MUST HIT PROGRESSIVE
JACKPOT 1 FOR $175!" In this example, a turbo boost amount (e.g.,
$22.98) was added to the jackpot amount of $155.02 which was over
the progressive jackpot payout trigger amount of $175. Therefore,
the electronic gaming machine awarded the player either the $175.00
(trigger amount) or the $178.00 (actual amount --$155.02 (jackpot
amount before spin)+$22.98 (turbo boost amount)=$178.00). In other
examples, the turbo boost amount may be added to the jackpot value
during the spin and/or before the spin. In one example, the turbo
boost award may be rewarded before the primary game play is
initiated. This turbo boost reward may be based on one or more
player characteristics. For example, to encourage a player to
continue playing (in one example, a player may only have a balance
of $5 left and the player has been playing for an hour--therefore,
the game may award a turbo boost bonus to entice the player to keep
playing and/or may be utilized in an attract mode). Further, the
turbo boost award may be rewarded during the primary game play
and/or one or more turbo boost presentations may be initiated. In
another example, the turbo boost amount may be recorded and shown
as a history on the display. For example, a first history area 610A
may state that "After Spin X the Turbo Boost was increased by
$22.98 on X date and Y time." Further, a second history area 611A
may state that After Spin A the Turbo Boost was increased by $30.00
on B date and C time."
[0175] In FIG. 6C, another illustration of turbo boost progressive
game play on a gaming device is shown, according to one embodiment.
In this example, the player has achieved via the electronic gaming
device to display a first turbo symbol 620, a second turbo symbol
622, and a third turbo symbol 624 which generated a turbo boost for
the must hit progressive jackpot 1 of $30.00. A second turbo boost
message area 612B (see FIG. 6D) may state "CONGRATULATION! THE MUST
HIT PROGRESSIVE JACKPOT 1 BALANCE HAS BEEN INCREASED BY $30.00
BECAUSE YOU GOT X TURBO BOOST SYMBOLS!" The amount of the turbo
boost may be dependent on the number of turbo boost symbols, the
location of the turbo boost symbols, and/or the relative
positioning of the turbo boost symbols to other symbols including
other turbo boost symbols. For example, if 4 turbo boost symbols
were generated than a turbo boost award may be $50.00. Whereas, if
5 turbo boost symbols were generated than a turbo boost award may
be $75. In another example, 4 turbo boost symbols located in the
four corners of the active reels may generate a turbo boost award
equaled to 10 turbo boost symbols. Further, 2 turbo boost symbols
located adjacent to each other equals a turbo boost award of 3
turbo boost symbols. Where 4 turbo boost symbols located in a box
formation may equal a turbo boost award equal to 8 turbo boost
symbols. Further, a specific symbol configuration (e.g., a turbo
boost symbol, a scatter symbol, and then another turbo boost
symbol--a turbo boost symbol, a wild symbol, a scatter symbol, and
then another wild symbol and then another turbo boost symbol) may
generate addition turbo boost awards.
[0176] In this example, the must hit progressive jackpot 1 value
has increased from $155.02 (see FIG. 6C) to $185.02 (see reference
number 604B). Further, a first history area 610B may state that
"After Spin X the Turbo Boost was increased by $30.00 on X date and
Y time." Further, a second history area 611 B may state that After
Spin A the Turbo Boost was increased by $125.00 on B date and C
time."
[0177] In FIG. 6E, another illustration of turbo boost progressive
game play on a gaming device is shown, according to one embodiment.
In this example, the game play has generated a first turbo boost
symbol 630, a second turbo boost symbol 632, a third turbo boost
symbol 634, and a fourth turbo boost symbol 636. These turbo boost
symbols are lined up in a row (see reference number 640) which may
achieve a turbo boost progressive amount award of $50.00. Whereas,
if these four turbo boost symbols where not lined up in a row the
turbo boost progressive amount award may have only been $40.00.
Further, since these four turbo boost symbols where lined up in a
row and next to a special symbol 638, the turbo boost progressive
amount award may have been increased 3.times. to $150.00. In this
example, a third turbo boost message area 612C (see FIG. 6F) may
state "CONGRATULATION! THE MUST HIT PROGRESSIVE JACKPOT 1 BALANCE
HAS BEEN INCREASED BY $50.00 BECAUSE YOU GOT X TURBO BOOST
SYMBOLS!" In another example, the special symbol next to a turbo
boost symbol may generate a multiplier, free spins, and/or an
instant winning of the progressive. In another example, the turbo
boost symbols in a W shape may generate an award including an
instant win of the progressive. Further, the turbo boost symbols in
an S shape may generate a super turbo boost (e.g., larger award, a
pick round, etc.) and/or bonus round. Further, a theme-based symbol
(e.g., Superman, etc.) may generate a super turbo boost and/or
bonus round. In addition, a theme-based symbol(s) in a shape (e.g.,
an 0, an L, a Z, etc.) may generate a skill based bonus round.
[0178] In this example, the must hit progressive jackpot 1 value
has increased from $155.02 (see FIG. 6F) to $200.02 (see reference
number 604C). Further, a first history area 610C may state that
"After Spin X the Turbo Boost was increased by $50.00 on X date and
Y time." Further, a second history area 611C may state that After
Spin A the Turbo Boost was increased by $225.00 on B date and C
time."
[0179] In FIG. 6G, another illustration of turbo boost progressive
game play on a gaming device is shown, according to one embodiment.
In this example, the game play has increased the must hit
progressive jackpot 1 value to over $155.00 which was a randomly
determined and/or predetermined progressive jackpot turbo boost
increase level. Once the progress jackpot value reaches this level
(in this case $155.00), a turbo boost value is awarded to increase
the jackpot by a predetermined, specific, and/or randomly
determined number. In this case, the amount is $10.00 which was
predetermined. Therefore, the progressive jackpot 1 amount
increases from $155.02 to $165.02.
[0180] In this example, a fourth turbo boost message area 612D (see
FIG. 6H) may state "CONGRATULATION! THE MUST HIT PROGRESSIVE
JACKPOT 1 BALANCE HAS BEEN INCREASED BY $10.00 BECAUSE A TRIGGERING
POINT HAS BEEN REACHED!" In another example, one or more turbo
boost awards may be in a stair-step function and/or step function
and/or any pattern and/or any combination thereof. In one example,
a first turbo boost award may be triggered at $105 which increases
the progressive amount to $110 (e.g., $5 turbo boost award), a
second turbo boost award may be triggered at $130 which increases
the progressive amount to $137 (e.g., $7 turbo boost award), and a
third turbo boost award may be triggered at $155 which increases
the progressive amount to $165 (e.g., $10 turbo boost award). In
various examples, the step function and/or any other function can
have any number of levels (e.g., 1 to N).
[0181] In this example, the must hit progressive jackpot 1 value
has increased from $155.02 (see FIG. 6G) to $165.02 (see reference
number 604D). Further, a first history area 610D may state that
"After Spin X the Turbo Boost was increased by $10.00 on X date and
Y time." Further, a second history area 611 D may state that After
Spin A the Turbo Boost was increased by $35.00 on B date and C
time."
[0182] In another example shown in FIG. 6J, turbo boost may be
randomly awarded independent of another game outcome and/or any
other gaming function. In various examples, the turbo boost award
may be based on a different RNG, the time of day, a special event,
a sponsor's contribution, the player, one or more player
characteristics, the player's play period, a group's play period,
the amount wagered on the turbo boost games during a specific
period, a third party event (e.g., Superbowl), and/or any
combination thereof.
[0183] In FIG. 6K, another illustration of turbo boost progressive
game play on a gaming device is shown, according to one embodiment.
In this example, a first symbol 642, a second symbol 644, a third
symbol 646, and a fourth symbol 648 may be generated and displayed.
In this example, the symbols (e.g., first symbol 642, second symbol
644, third symbol 646, and fourth symbol 648) may be special
symbols, themed symbols, the same symbols, and/or different
symbols. However, once a specific number (1-N and in this case 4)
of symbols are generated and displayed on one or more active reels
areas, a turbo boost amount is awarded. In this example, a turbo
boost amount of $50 is awarded.
[0184] In this example, a fifth turbo boost message area 612E (see
FIG. 6L) may state "CONGRATULATION! THE MUST HIT PROGRESSIVE
JACKPOT 1 BALANCE HAS BEEN INCREASED BY $50.00 BECAUSE FOUR SYMBOLS
WERE DISPLAYED!"
[0185] In this example, the must hit progressive jackpot 1 value
has increased from $155.02 (see FIG. 6K) to $205.02 (see reference
number 604E). Further, a first history area 610E may state that
"After Spin X the Turbo Boost was increased by $50.00 on X date and
Y time." Further, a second history area 611 E may state that After
Spin A the Turbo Boost was increased by $500.00 on B date and C
time."
[0186] In FIG. 6M, another illustration of turbo boost progressive
game play on a gaming device is shown, according to one embodiment.
In this example, three winning paylines (e.g., a first winning
payline 650, a second winning payline 652, and a third winning
payline 654) were achieved during game play which generated a turbo
boost amount of $50.00. In other examples, different winning
payline amounts can change the turbo boost award amount. For
example, 5 winning paylines may generate an award of a $75 turbo
boost amount. Further, 10 winning paylines may generate an award of
$200 turbo boost amount, a multiplier, and a bonus game round.
[0187] In this example, a fifth turbo boost message area 612E (see
FIG. 6N) may state "CONGRATULATION! THE MUST HIT PROGRESSIVE
JACKPOT 1 BALANCE HAS BEEN INCREASED BY $50.00 BECAUSE THREE
WINNING PAYLINES WERE ACHIEVED!"
[0188] In this example, the must hit progressive jackpot 1 value
has increased from $155.02 (see FIG. 6M) to $205.02 (see reference
number 604F). Further, a first history area 610F may state that
"After Spin X the Turbo Boost was increased by $50.00 on X date and
Y time." Further, a second history area 611 D may state that After
Spin A the Turbo Boost was increased by $15.00 on B date and C
time."
[0189] In FIG. 6P, another illustration of turbo boost progressive
game play on a gaming device is shown, according to one embodiment.
In this example, five free spins (e.g., a first free spin 660, a
second free spin 662, a third free spin 664, a fourth free spin
666, and a fifth free spin 668) were achieved during game play
which generated a turbo boost amount of $50.00. In various
examples, different number of free spin awards can change the turbo
boost award amount. For example, 5 free spins may generate an award
of a $75 turbo boost amount. Further, 10 free spins may generate an
award of $200 turbo boost amount, a multiplier, and a bonus game
round.
[0190] In this example, a sixth turbo boost message area 612H (see
FIG. 6Q) may state "CONGRATULATION! THE MUST HIT PROGRESSIVE
JACKPOT 1 BALANCE HAS BEEN INCREASED BY $50.00 BECAUSE FIVE FREE
SPINS WERE AWARDED!"
[0191] In this example, the must hit progressive jackpot 1 value
has increased from $155.02 (see FIG. 6P) to $205.02 (see reference
number 604G). Further, a first history area 610G may state that
"After Spin X the Turbo Boost was increased by $50.00 on X date and
Y time." Further, a second history area 611G may state that After
Spin A the Turbo Boost was increased by $15.00 on B date and C
time."
[0192] In FIG. 6Q, another illustration of turbo boost progressive
game play on a gaming device, according to one embodiment. In this
example, a 10.times. multiplier was achieved during game play which
generated a turbo boost amount of $50.00. In various examples,
different number of multiplier awards can change the turbo boost
award amount. For example, a 5.times. multiplier may generate an
award of a $75 turbo boost amount. Further, a 10.times. multiplier
may generate an award of $200 turbo boost amount, a super
multiplier, and a bonus game round.
[0193] In this example, a fifth turbo boost message area 612J (see
FIG. 6S) may state "CONGRATULATION! THE MUST HIT PROGRESSIVE
JACKPOT 1 BALANCE HAS BEEN INCREASED BY $50.00 BECAUSE A 10.times.
MULTIPLIER WAS GENERATED!"
[0194] In this example, the must hit progressive jackpot 1 value
has increased from $155.02 (see FIG. 6R) to $205.02 (see reference
number 604H). Further, a first history area 610H may state that
"After Spin X the Turbo Boost was increased by $50.00 on X date and
Y time." Further, a second history area 611H may state that After
Spin A the Turbo Boost was increased by $115.00 on B date and C
time."
[0195] In FIG. 6T, another illustration of turbo boost progressive
game play on a gaming device is shown, according to one embodiment.
In this example, an external party (e.g., advertiser, local group,
etc.) may increase a progressive amount by paying for and/or
subsidizing one or more turbo boost awards. In this example, ACME
MOTORS has turbo boosted the must hit progressive by $50 to
celebrate their new SUV lineup. A message area 612K may state "ACME
MOTORS HAS TURBO BOOSTED THE MUST HIT PROGRESSIVE JACKPOT 1 VALUE
FROM $155.02 TO $205.02, ADDING $50 TO CELEBRATE THEIR NEW SUV!" A
first history area 610J may state that the turbo boost of $50 was
sponsored by ACME MOTORS on X date and Y time. Further, a marketing
message 613 could include one or more promotions and/or coupons
from the third party (see FIG. 6U).
[0196] In FIG. 6V, another illustration of turbo boost progressive
game play on a gaming device is shown, according to one embodiment.
In this example, an external event may trigger one or more turbo
boosts for one or more progressives. In this example, the results
of a horse race may trigger one or more turbo boosts for one or
more progressives. These external events may be special events tied
to a player. For example, the external event may be a Phillies
baseball game because the player is from Philly. Further, the
external event may be a Falcons football game because that is the
player's favorite team. In addition, the external event can be a
high school football game because the player attended that high
school and/or a college football game because the player's son goes
to that school. In another example, an external event message may
state "BREAKING NEWS! IN THE 7TH RACE AT OL' GO 'ROUND RACETRACK,
"LUCKY NAG" WON BY A NOSE! THIS HAS TURBO BOOSTED THE MUST HIT
PROGRESSIVE JACKPOT 1 FROM $155.02 TO $205.02!" A first history
area 610K may include the details of the external event (see FIG.
6W).
[0197] In FIG. 6X, another illustration of turbo boost progressive
game play on a gaming device is shown, according to one embodiment.
In this example, a player playing on another machine who triggered
a turbo boost bonus may be identified. In this example, a message
area 612M may state "ATTENTION PLAYERS! "ADAM S." FROM BOSTON, MA
HAS JUST TRIGGERED A TURBO BOOST IN THE AMOUNT OF $50.00!"
[0198] In FIG. 6Y, another illustration of turbo boost progressive
game play on a gaming device is shown, according to one embodiment.
In this example, a turbo boost award may be generated to celebrate
a player. For example, a message 612N may state "ON THIS DATE: IN
CELEBRATION OF "MARY J.'S 40TH BIRTHDAY, THE HOUSE HAS ADDED A
TURBO BOOST OF $40.00!"
[0199] Turbo boost progressive game play may increase the
progressive jackpot by the turbo boost award for gaming device 500
the player is on. Turbo boost progressive game play may increase
the progressive jackpot across the entire progressive system (i.e.,
all gaming devices can benefit from the turbo boost balance
increase). Turbo boost progressive game play may increase the
progressive jackpot by the turbo boost award for any subset of
gaming devices on the progressive system. Turbo boost progressive
game play may increase the progressive jackpot by the turbo boost
for just a period of time (i.e., next 20 minutes, next 20 spins,
when player that earned the increase stops playing, etc.), may
increase the progressive balance until the progressive is won, or
may increase until a different turbot boost is earned and/or any
other preset threshold is obtained.
[0200] By way of an example, a player on gaming device A may
achieve an outcome that increases Must Hit Progressive Jackpot 1 by
$30, a message may then display on message screen 566 saying how
long the increase will be in effect. For example message screen 566
may display: "Must Hit Progressive Jackpot 1 increased by $30 on
this gaming device for next 10-minutes." In another example message
screen 566 may display: "Must Hit Progressive Jackpot 1 increased
by $30 on this gaming device for next 40-spins." In another
example, message screen 566 may display: "Must Hit Progressive
Jackpot 1 increase by $30 system wide for next 10-minutes." In
another example, message screen 566 may display: "Must Hit
Progressive Jackpot 1 increased by $30 system wide for next
40-spins."
[0201] In another example, a player may trigger two or more turbo
boost progressive awards. Gaming device 500 may include a process
to determine how to handle two or more turbo boost progressive
awards. Gaming device 500 may accept the highest turbo boost
progressive awards earned, gaming device 500 may combine all the
turbo boost progressive awards earned, gaming device 500 may take
only a set percentage of each turbo boost progressive awards
earned, and/or some other method of combination may be used.
[0202] For example, gaming device A may produce an outcome by which
a first turbo boost in earned based on the presentation of turbo
boost symbols and a second turbo boost is earned based on it being
the player's birthday and both turbo boosts may be added to the
progressive amount available to win on gaming device 500.
[0203] In another example, gaming device A may produce an outcome
by which a first turbo boost is earned based on the presentation of
turbo boost symbols and a second turbo boost is earned based on it
being the player's birthday and both turbo boosts may be added to
the progressive amount available to win by anyone playing on a
gaming device connected to the same system and/or progressive as
gaming device A.
[0204] In this example, gaming device A may produce an outcome by
which a first turbo boost is earned based on the presentation of
turbo boost symbols and a second turbo boost is earned based on it
being the player's birthday and only the turbo boost providing the
player with the greatest benefit may be added to the progressive
amount available to win on gaming device A.
[0205] In this example, gaming device A may produce an outcome by
which a first turbo boost is earned based on the presentation of
turbo boost symbols and a second turbo boost is earned based on it
being the player's birthday and only the turbo boost providing the
player with the greatest benefit may be added to the progressive
amount available to win by anyone playing on a gaming device
connected to the same system and/or progressive as gaming device
A.
[0206] In another example, gaming device A may produce an outcome
by which a first turbo boost is earned based on the presentation of
turbo boost symbols and a second turbo boost is earned based on it
being the player's birthday and provide a turbo boost to the
progressive based on a percentage of the amount for one or each of
the turbo boosts earned (i.e., 50% of first turbo boost and 50% of
second turbo boost, 100% of first turbo boost and 50% of second
turbo boost, 75% of first turbo boost and 50% of second turbo
boost, or any other combination of the two) may be added to the
progressive amount available to win on gaming device A.
[0207] In another example, gaming device A may produce an outcome
by which a first turbo boost is earned based on the presentation of
turbo boost symbols and a second turbo boost is earned based on it
being the player's birthday and provide a turbo boost to the
progressive based on a percentage of the amount for one or each of
the turbo boosts earned (i.e., 50% of first turbo boost and 50% of
second turbo boost, 100% of first turbo boost and 50% of second
turbo boost, 75% of first turbo boost and 50% of second turbo
boost, or any other combination of the two) may be added to the
progressive amount available to win by anyone playing on a gaming
device connected to the same system and/or progressive as gaming
device A.
[0208] In another example, a player may currently have a turbo
boost progressive award earned being added to the Must Hit
Progressive Jackpot 1 when the player may earn another turbo boost
progressive (i.e., a 2nd turbo boost). Gaming device 500 may then
determine what to do with the 2nd turbo boost (i.e., add to or
replace the current turbo boost). Gaming device 500 may accept the
highest turbo boost progressive awards earned, gaming device 500
may combine all the turbo boost progressive awards earned, gaming
device 500 may take only a set percentage of each turbo boost
progressive awards earned, and/or some other method of combination
may be used.
[0209] By way of an example, a player, on their first spin, on
gaming device A may achieve an outcome that increases Must Hit
Progressive Jackpot 1 by $30, on a later additional spin (still
during the time outlined for the first turbo boost progressive),
the player may earn a 2nd turbo boost which increases Must Hit
Progressive Jackpot 1 by $50. Gaming device 500 may include a
process to determine how 2nd turbo boost will be treated as related
to Must Hit Progressive Jackpot 1.
[0210] For example, the two turbo boost progressives could be
additive and message screen 566 may display "Must Hit Progressive
Jackpot 1 increased by an additional $50 for a total turbo boost of
$80."
[0211] In another example, gaming device 500 may determine that 2nd
turbo boost is better than the is t and message screen 566 may
display "Must Hit Progressive Jackpot 1 turbo boost increased by
$20 due to the replacement of previously earned turbo boost of $30
with new turbo boost of $50."
[0212] In another example, gaming device 500 may give a portion of
credit for each additional turbo boost earned and message screen
566 may display "Must Hit Progressive Jackpot 1 turbo boost
increase by $25 based on 50% of 2nd turbo boost."
[0213] In FIGS. 7A-7B, a game play flow diagram 700A is shown,
according to one embodiment. The method may include for each of the
one or more progressives: setting one or more minimum award values;
setting one or more maximum award values; setting one or more
target award values; setting one or more contribution percentages;
and/or setting one or more turbo boost lookup tables (step 702).
The method may include one or more players making one or more
wagers (step 704). The method may include for each of the one or
more wagers: calculating one or more contribution amounts to one or
more progressive jackpots (step 706). The method may include for
each of the one or more progressive jackpots: updating one or more
present values on the progressive meters (step 708). The method may
include via one or more processors determining for each of the one
or more progressive jackpots is the present value greater than or
equal to the one or more target award values (step 710). If the
present value is not greater than or equal to the one or more
target award values, the method may include for each of the one or
more players picking a random number (step 716). The method may
include for each random number indexing into a weighted table to
retrieve one or more turbo boost Boolean (step 718). The method may
include via one or more processors determining for each Boolean is
it true (step 720). If for each of the Booleans an untrue status is
generated, then the method may include evaluating one or more game
outcomes (step 722). The method may include presenting one or more
games to the player (step 724). The method may include presenting
win or loss information to the player (step 726). The method may
return to step 704.
[0214] If for each of the Booleans a true status is generated, then
the method may include picking a random number [1, N] where N is
the number of entries in the turbo boost lookup table (step 728).
The method may include using the random number as an index into
turbo boost lookup table to retrieve turbo boost value (step 730).
The method may include multiplying the turbo boost value by the bet
amount (step 732). The method may return to step 708.
[0215] If the present value is greater than or equal to the one or
more target award values, the method may include awarding the value
of the progressive jackpot to the player (and/or EGM) who triggered
it (step 712). The method may include displaying one or more
presentations associated with the one or more winning progressive
jackpots (step 714). The method may then move back to step 702.
[0216] In FIG. 7C, a weighted chart utilized with a turbo boost
progressive is shown, according to one embodiment. A third image
700C may include an index column 750 and a value column 752. The
index column 750 may include an index title 754 (e.g., Index) and
the value column 752 may include a value title 756 (e.g., Value).
In one example, the index numbers may include any numbers (e.g.,
1-N). In this example, the index numbers may include 1 to 100. In
one example, the value numbers may include any numbers (e.g., 1-N).
In this example, the value numbers may be 10, 20, 50, and 100 but
any other number may also be utilized. In one example, a first
index number 758A (e.g., 1) may be linked via a first link 760A
with a first value 762A (e.g., 10). One or more index numbers may
be linked to one or more values. Further, a first break area 764A
may include the numbers 7-44 but for brevity have been excluded. In
addition, a second break area 764B may include the numbers 54-72
but for brevity have been excluded. Further, a third break area
764C may include the numbers 78-92 but for brevity have been
excluded. In addition, the values in a fourth break area 766A, a
fifth break area 766B, and a sixth break area 766C have been
omitted for brevity and clarity purposes.
[0217] In this example, a second index number 758B (e.g., 100) may
be linked via a second link 760B to a second value 762B (e.g.,
100). In addition, a third index number 758C (e.g., 97) may be
linked via a third link 760C to a third value 762C (e.g., 100). In
addition, a fourth index number 758D (e.g., 77) may be linked via a
fourth link 760D to a fourth value 762D (e.g., 50).
[0218] In one example, a first quantity area 770 includes 50 units,
whereas, a second quantity area 722 includes 25 units. In this
example, a third quantity area 774 includes 20 units, whereas, a
fourth quantity area 776 includes 5 units. In this example, since
there are 100 units the probability for: the first quantity area
770 is 50%; the second quantity area 772 is 25%; the third quantity
area 774 is 20%; and the fourth quantity area 776 is 5%. In one
example, the RNG generated an index value of 6 which relates to a
value of 10. Therefore, the turbo boost award would be based on the
value of 10.
[0219] In FIG. 8, a game play flow diagram is shown, according to
one embodiment. The method may include starting game play (step
802). The method may include one or more processors determining
whether a turbo boost event has occurred (step 804). If no turbo
boost event has occurred, then the method may end. If a turbo boost
event has occurred, then the method may include determining one or
more turbo boost amounts (step 806). The method may include one or
more processors determining whether the one or more turbo boost
amounts should be adjusted (step 808). If the one or more turbo
boost amounts should be adjusted, then the method may modify one or
more turbo boost amounts (step 810). In either case, the method may
include adding the one or more turbo boost amounts (e.g., either
adjusted and/or non-adjusted) to one more progressives (step 812).
The method may include displaying the one or more presentations
associated with the increased one or more progressives (step 814).
In one example, the turbo boost amount may be adjusted based on the
size of the player's wager, a sponsorship contribution, a
sponsorship payment, a step function, other gaming entity events,
and/or other external events. For example, a turbo boost amount may
be $5 if the player wagered one credit; however, the turbo boost
amount may be $10 if the player wagered two credits. Further, the
turbo boost amount may be $25 if the player wagered five credits,
etc.
[0220] In FIG. 9A, an illustration of pseudo game play on a gaming
device 900A is shown, according to one embodiment. A first image
900A may include a display screen, a message area, a message, a
first selection option 908, a second selection option 910, an Nth
selection option (not shown), a reel area, one or more reels, a
game data area, a menu button, a bet increment button, a game data
message area, a balance area, a bet amount area, and an outcome
area.
[0221] In an example, message may request the player to select
whether the player would like to make a side and/or pseudo gaming
wager. Message may state "WOULD YOU LIKE TO MAKE A SIDE AND/OR
PSEUDO WAGER?" In one example, a player may select a pseudo
wagering option by selecting first selection option 908 (e.g.,
Yes). In another example, the player may select to decline making a
pseudo wager and/or side bet (e.g., No).
[0222] In one example, a pseudo gaming wager is a wager on an event
outcome which is a derivate of slot machine play and/or a monetary
game play. For example, a wager may be placed on the number of red
symbols which will stop on one or more reels during a specific spin
(e.g., next spin, third spin from now, etc.). In this example, the
electronic gaming machine would not determine how many red symbols
are going to stop on the one or more reels during this specific
spin before the wager is accepted and/or the odds are generated.
Therefore, in this example, this pseudo wager is not based on
normal slot machine outcomes (e.g., has a bonus been generated, do
the symbols generate a winning payline, winning combinations are
based on the random number generator, are regulated outcomes,
etc.). For example, a player may make a pseudo wager that the next
spin will have at least three winning outcomes (e.g., three winning
events, three winning paylines, two winning paylines and one
winning scatter, etc.).
[0223] In another example, a pseudo gaming wager is a wager on an
event outcome which is not related to slot machine play and/or a
monetary game play. For example, a pseudo wager may be based on the
outcome of a football game, a horse race, and/or any other
trackable and verifiable event outcome. The tracking and the
verifying may be implemented via one or more electronic devices
and/or one or more processors. In one example, a player may wager
$100 that the Atlanta Falcons will cover the 71/2 point spread
versus another team. In this example, as long as the game has not
ended (e.g., the final outcome being known), a player may complete
this wager. In one example, the wager may pay 1 to 1 (minus any
fees) if the game has not started yet. In another example, the
wager may pay 10 to 1 if the game only has 2 minutes left and
Atlanta is losing by 10 points. In this example, the Falcons would
have to score 11 points in 2 minutes. Therefore, if a player wants
to initiate this wager at this time, the odds reflect the
probability (e.g., extremely low) that Atlanta will be able to
score 11 points in the last 2 minutes of the game. In another
example, if Atlanta is up by 20 points with 2 minutes left in the
game which insures (e.g., 99.9999999999999% probability) that
Atlanta will cover the spread, no new bets picking Atlanta may be
initiated. Further, pseudo wager may be cashed in as a winner
before the event is over. In one example, cashing in the pseudo
wager before the event outcome is completed may be discounted in
the cash in value. For example, in the case where $100 was bet on
Atlanta to win by the 71/2 spread (e.g., the odds where 1 to 1) and
Atlanta is up by 20 points with 2 minutes to go in the game a
player may win $100 at the conclusion of the game assuming Atlanta
holds on to win by the point spread. However, the player may be
able to cash in the winning ticket with 2 minutes to go for $95. In
another example, Atlanta may only be up by 10 points with 2 minutes
to go, which means a field goal (e.g., 3 points) by the opposing
team would mean that Atlanta would not cover and the current
winning wager would become a losing wager. Therefore, the player
may be able to cash in the pseudo wager in this example for $60
which reflects at least a portion of the probability of Atlanta
covering the spread. The pseudo wager's value may fluctuate and/or
be automatically updated during the entire event. The player may be
able to cash in the pseudo wager at one or more electronic gaming
devices, one or more central devices, a cashier's desk, via their
hotel room TV, and/or any other electronic gaming device, and/or
any other electronic device (e.g., cellphone, etc.).
[0224] In another example, a pseudo gaming wager is a wager on an
event outcome which is not related to slot machine play and/or a
monetary game play, along with an event outcome which is a derivate
of slot machine play and/or a monetary game play. For example, a
player may initiate a pseudo wager that is based on a horse race
(e.g., horse 1 will win race 1) and the next three spins will each
have at least one winning outcome.
[0225] In FIG. 9B, another illustration of pseudo game play on a
gaming device is shown, according to one embodiment. A second image
900B may include a display screen, a message area, a message, a
cancel button 930, an accept button 932, a help button 934, a
previous page button 936, a next page button 938, a wager selection
area 940, one or more selection options 954, a column header area
942 (e.g., a first selection criteria 946 (e.g., a selection
input), a second selection criteria 948 (e.g., an option
description), a third selection criteria 950 (e.g., odds payout
rate, etc.), a fourth selection criteria 952 (e.g., a wager),
etc.), one or more wagering options 944, one or more wagering
option descriptions 956, a drop down selection button 958 (with a
drop down arrow 958A and one or more wagering selections 958B, a
number selection button 960, a symbol selection button 964, a color
selection button, a person selection button, a comparison symbol
selection button, and an odds description 962.
[0226] In one example, cancel button 930 may be selected by the
player to cancel one or more transactions. In another example,
accept button 932 may be selected by the player to confirm one or
more transactions. In another example, a player may select help
button 934 to obtain information and/or obtain a live help function
(e.g., a live operator to assist in completing one or more
transactions, to provide information, and/or to trouble shoot one
or more problems). In another example, a previous page button may
be selected by the player to move back to one or more previous
pages. In another example, a next page button may be selected by
the player to move forward to one or more pages.
[0227] In one example, a pseudo wager option may be whether the
next spin on your EGM will be a winner. In this static example, the
specific spin may not be able to be changed. The only item the
player may change is the wager amount (see the first wagering
option in FIG. 9C). In another example, a dynamic mode may be
utilized where the player can select a specific future spin to
wager on (e.g., the tenth spin from now) (see the third wagering
option in FIG. 9C). Further, in the dynamic mode option, the odds,
wager limits, and/or any other criteria of the wagering options may
be modified based on any selection by the player. For example, the
player may change the odds (e.g., only wants 5 to 1 betting
options); therefore, only pseudo wagering options with 5 to 1 odds
would be displayed. Further, the player may also want to see any
pseudo wagering options with at least a certain odds (e.g., 10 to
1). In this example, all wagering options with at least a 10 to 1
odds ratio would be displayed. In another example, there may be
wagering limits placed on any pseudo wagering options. For example,
a thousand to one odds wagering option may be limited to a maximum
bet of $1000 so that no payout is higher than a certain number
(e.g., $1,000,000, etc.). In another example, there may be no
wagering limitations.
[0228] In another example, the player may select any electronic
gaming machine ("EGM") to wager on and/or any event relating to
this specific EGM (see the second wagering option on FIG. 9C) to
wager on. In one example, the EGM may be an EGM identified by a
player's card (e.g., the EGM that the husband is currently playing
on, the EGM that the son is currently playing on, the EGM that the
wife is currently playing on, the EGM that the friend is currently
playing on, etc.). In another example, the player may select any
EGM (e.g., the one right next to the player, EGM numbered 0129340,
EGM numbered 2183048, the EGM that has won the most in the last 5
spins, the EGM that has not won in the last 10 spins, etc.). The
player may view any EGM on one or more screens on their EGM. The
player may view any EGM before making a wager to try to obtain some
gaming history (e.g., the last 5 spins have been winner, during the
last 10 spins the winning percentage is 30%, etc.). In another
example, the player may view any EGM that the player has made a
wager on. Further, the player may obtain historical data (e.g.,
spin by spin data for X numbers of historical spins, the average
win rate (e.g., 1/3 of the spins are winners, 2/3 of the spins are
winners, etc.), the last win over $1,000 was done on X date.
[0229] In another example, the player may make a pseudo wager on
when one or more progressives will be hit. For example, the player
may initiate a pseudo wager that the XYZ progressive will be hit
before it reaches $10,000 (see the fourth wagering option on FIG.
9C). In another example, the player may initiate a pseudo wager
that the ABC progressive will be hit before 10,000 spins relating
to the ABC progressive have be completed. In another example, the
player may initiate a pseudo wager that the 123 progressive will be
hit before 15,000 spins and before it reaches $50,000.
[0230] In another example, the player may initiate a pseudo wager
on a specific number of specific symbols stopping in one or more
active reels areas during a specific spin. In one example (see the
fifth wagering option on FIG. 9D), a pseudo wagering option may be
that 3 (and/or any number from 0 to N) Aces (and/or any other
symbol and/or combination of symbols (e.g., 3 Aces, 2 Kings, and 3
stars, etc.) are part of the final outcome of a gaming event
(and/or any intermediate step (e.g., bonus round, first part of a
game play, etc.)).
[0231] In another example, a pseudo wagering option may be that
there will be more of a first symbol (and/or combination of symbols
(e.g., Ace and a King, etc.) than a second symbol (and/or
combination of symbols (e.g., Jack and Star) in a final position,
an intermediate position, and/or any other position (e.g., bonus
game).
[0232] In FIG. 9C, another illustration of pseudo game play on a
gaming device is shown, according to one embodiment. In an image
900C, the player has selected five wagering options as can be seen
by the check marks in the first five selection options (e.g., the
next spin on the player's current EGM will be a winner which would
pay 3 to 1; the next spin on the ABC123 EGM will be a winner which
would pay 4 to 1 and the player bet $1; the next 3 spins on the
player's current EGM will be winners which pays 10 to 1 and the
player has bet $1; the progressive will be won before the
progressive hits $10,000 which pays 2 to 1; and there will be 3 or
more Aces displayed on the next spin when the spinning stops). In
one selection represented by reference number 972, the player has
elected to wager that the next spin on a specific electronic gaming
machine ("EGM") will be a winner. The odds are 4 to 1 for this
wagering option. Further the player has elected the ABC123 EGM as
can be seen by an EGM selection button 974. In addition, the player
has elected to wager $1 as shown by a wager selection button 976.
Any EGM and/or any wagering amount may be utilized.
[0233] In another selection represented by reference number 978,
the player has elected to wager that the next 3 spins (via a
firsthand movement and a second hand movement) on the EGM that the
player is currently playing on will be winners. These selections
were on a spin selection drop down menu 980. The odds are 10 to 1
for this wagering option. Further, the player has elected to wager
$1 as shown by a drop down wagering window 982.
[0234] In another example, the player may elected one or more
wagering options via one or more radial buttons. In this example,
the player has selected a first wagering option via a first radial
button selection. In this example, the player has selected to wager
that the next 5 spins on their EGM will be winners. The odds for
this wagering selection are 50 to 1. Further the player has wagered
$1 on this option.
[0235] In one example, a pseudo wager may be that the next 5 spins
on the player's current EGM will be winners which pay 50 to 1. In
this example, the player had seven bet amount choices (however, any
number may be utilized) which were $1, $2, $5, $10, $20, $50, and
$100.
[0236] In another example, gaming device may include a leaderboard
display, a side display, a main game display, a left speaker, a
right speaker, one or more output devices (e.g., a ticket in/ticket
out device), and/or one or more input devices (e.g., buttons,
etc.). In one example, leadership display includes a leadership
board sponsor and a ranking of tournament players. In this example,
the XYZ company has sponsored the leadership board and the
leadership board states "XYZ LEADER BOARD." In another example,
leadership display may include data relating to one or more
tournaments, such as, the time remaining (e.g., 1 HOUR 31 MINUTES
REMAINING). In this example, a side display may display a current
mode of operation. For example, a current mode may be a tournament
mode, a normal mode, a practice mode, a team mode, an individual
mode, any combination thereof, etc.
[0237] In FIG. 9D, another illustration of pseudo game play on a
gaming device is shown, according to one embodiment. A pseudo
gaming image 900D may include a message area 906, a first sound
message 928A, a second sound message 928B, a first gaming area 920,
a second gaming area 922, a third gaming area 924, and an Nth
gaming area 926.
[0238] In one example, a message in message area 906 may state
"CONGRADULATIONS! YOU WON 1000 CREDITS FOR YOUR SPIN, $10 FOR YOUR
BET THAT YOU WOULD WIN ON THIS SPIN, AND $20 BECAUSE YOUR BET THAT
3 OR MORE ACES WOULD BE DISPLAYED ON THE REELS WAS CORRECT!"
[0239] In another example, a pseudo wagering option may be that
there will be more of one symbol (e.g., red, warriors, etc.) than
another symbol (e.g., black, zombies, etc.). In another example, a
pseudo wagering option may be that there will be more of one symbol
combination (e.g., warrior and ships) versus another symbol
combination (e.g., bases and planes).
[0240] In another example, a pseudo wagering option may be that
there will be an Ace (and/or any other symbol) in a predetermined
location (e.g., first row and first column). In another example, a
pseudo wagering option may be that there will be a first Ace
(and/or any other first symbol) in a first predetermined location
(e.g., first row and second column) and a second Ace (and/or any
other second symbol) in a second predetermined location (e.g.,
third row and fifth column).
[0241] In another example, a pseudo wagering option may that a
certain number of symbols with one or more specific characteristics
(e.g., Turbo Boost symbol, HEARTS, star, male, female, wild,
scatter, etc.) will be displayed when the spin is completed. For
example, a pseudo wagering option may be that a certain number of
wild symbols will be displayed when the spin stops. In another
example, a pseudo wagering option may be that a certain number of
scatter symbols will be displayed when the spin stops. In another
example, a pseudo wagering option may be that a certain number of
expanding wild symbols will be displayed when the spin stops
[0242] In another example, a pseudo wagering option may be that a
certain portion of the game (e.g., BONUS GAME, etc.) will be
initiated during a certain spin and/or spin duration (e.g., over
the next X spins) and/or time duration. In another example, a
pseudo wagering option may be that a certain number female players
will win during a certain time frame. Further, the pseudo wagering
option may be that more female players will win versus male
players, or vice versa during a certain spin, range of spins, group
of spins, and/or time duration.
[0243] In another example, a pseudo wagering option may be that a
specific amount and/or an amount range will be won during a
specific spin and/or range of spins (e.g., 1 to N). For example, a
pseudo wager may be placed that predicts that $0-$5 (or $5.01 TO
$10, $10.01 to $20.00, etc.) will be won on the next spin (and/or
any spin and/or any time duration). Further, the pseudo wager may
be that exactly $5.00 will be won on a spin. In addition, a range
of spins may be selected. For example, on spins 3-5, $0-$5 (and/or
$4 exactly) will be won. In another example, on spins 3, 5, and 10,
$0-$5 (and/or $4 exactly) will be won.
[0244] In another example, a pseudo wagering option may be based on
a lack of symbols being displayed when the reels stop spinning
(e.g., the completion of a spin). In one example, the player may
wager that no stars (and/or turbo boost symbols) will be displayed
at the completion of a spin. Depending on the frequency of the
selected symbol, the odds for these wagers will be adjusted. In
another example, the pseudo wagering option may be that there will
be no stars and no aces when the reels stop. Any number (1-N) of
symbols may be utilized. In another example, a pseudo wagering
option may be that there will be no stars and no aces but a bar
symbol and a king symbol will be present at the end of the spin.
Further, a pseudo wagering option may be that there will be no
stars and no aces but 2 bar symbols and 5 king symbols will be
present at the end of the spin.
[0245] In another example, a pseudo wagering option may be that
there will be a special symbol (e.g., scare number) displayed. For
example, there may only be one Ace of hearts and the player may
wager that this symbol will be displayed at the completion of a
spin (and/or a spin range and/or duration period).
[0246] In another example, a pseudo wagering option may be that one
or more symbols are located in one or more columns and/or rows. For
example, a player may wager that an Ace (and/or turbo boost
symbols) will be (and/or not located) located in row 1. In another
example, the player may wager that an Ace (and/or turbo boost
symbols) will be (and/or not located) located in column 4. In
another example, the player may wager that an Ace (and/or turbo
boost symbols) will be (and/or not located) located in both row 1
and column 4 (and/or any number of aces will be in any number of
rows and/or columns). Further, the player may wager that an Ace
(and/or turbo boost symbols) will be located (and/or not located)
in row 2 and a King will be located in column 4. Further, the
player may wager that an Ace (and/or turbo boost symbols) will be
located (and/or not located) in row 4, a King will be located
(and/or not located) in row 3, and a Queen will be located (and/or
not located) in both row 1 and column 1. Any combination of symbols
(e.g., 1-N) and any combination of locations (row 1, column 1, row
2, etc.) may be utilized.
[0247] In another example, a pseudo wagering option may be based on
obtaining X number (e.g., 1-N) of wins on Y EGM (and/or a group of
EGMs) on the next spin (and/or a range of spins (e.g., spins 3-5)
and/or a grouping of spins (e.g., spin 1, spin 3, and spin 8). In
one example, the player may wager that on the next spin of the EGM
that there will be 4 winning paylines. In another example, the
player may wager that during spin 1, spin 3, and spin 8, 10 winning
paylines will be formed (and/or 8 winning paylines and 2 scatter
payouts, etc.). In another example, the player may make a pseudo
wager that payline number 7 will win on the next spin, will win
within the next three spins, will win 3 times during spin 1, spin
3, and spin 8, etc.
[0248] In another example, a time element may be utilized and/or
combined with any other option. For example, the player may
initiate a pseudo wager that the next win on Y EGM will occur
within 2 minutes (and/or any other timeframe). In another example,
the player may place a pseudo wager that 3 winning paylines will
form in the next 2 minutes (and/or any other time period). Further,
another wagering option may be that payline 5 will be a winning
payline within the next ten minutes. In addition, the player may
wager that paylines 1, 4, 5, and Nth will all be winning paylines
within the next 10 spins and/or the next 5 minutes. In another
example, a player may wager that payline 7 will win more times than
payline 5 for one spin, a few spins, a plurality of spins, a range
of spins, a group of spins, and/or for any time duration.
[0249] In another example, a pseudo wagering option may be when one
or more multipliers will be generated, displayed, and/or won. For
example, a player may wager that a multiplier will be won on the
next spin (and/or a range of spins and/or a grouping of spins). In
another example, the player may wager that 2 (and/or any other
number) of multipliers will be won on the next X spins (and/or
range and/or groupings of spins). In another example, a wager may
be placed that a multiplier may not be displayed during a spin, a
few spins, and/or a time duration.
[0250] In another example, a pseudo wagering option may be that X
dollars will be won on the next (or any specific free spin) free
spin(s) (and/or range of free spins and/or groupings of free
spins). For example, a pseudo wager may be that $10 or more will be
won on the next free spin game. In another example, the pseudo
wager may be that $10 or less will be won on the next free spin
game. In another example, a wager may be placed that $50 will be
won during the next three free spin games (e.g., in the first free
spin game there may have been 5 free spins, during the second free
spin game there may have been 3 free spins, and during the third
free spin game there may have been 10 free spins). In another
example, the pseudo wager may be that a free spin game will be
initiated during the next 10 spins and that $25 or more will be won
in this initiated free spin game.
[0251] In another example, the pseudo wager may be that the next
bonus game will be initiated in the next 7 minutes and the amount
won during this bonus game round will be X (any amount, any range,
etc.) dollars.
[0252] In another example, the pseudo wager may be based on the
number of losses and/or number of wins in a row. In one example,
the pseudo wager may be that a specific EGM will have 2 losses in a
row and/or 2 wins in a row. For example, this EGM will have 2
losses, then 1 win, then 3 loses, and then 5 wins. Any pattern may
be the basis for a pseudo wager.
[0253] In another example, one or more random elements of game play
may be the basis for a pseudo wager. For example, the next song
played by the EGM will be X, the third song with be Y, a random
character (e.g., a pirate, etc.) will be displayed on an animated
screen during the next spin, within 5 minutes, etc.
[0254] In another example, the pseudo wager may be based on two or
more symbols occurring in a certain order. For example, a pseudo
wager may be based on two Aces (and/or turbo boost symbols)
occurring adjacent to each other. In another example, the wager may
be based on an Ace symbol (and/or turbo boost symbols) being next
to a King symbol which is next to a Queen symbol which is next to a
Jack symbol which is next to a Ten symbol. These patterns may be
horizontal, vertical, in a T shape, an S-shape, an L-shape, an
O-shape, and/or any other shape (e.g., X, Z, etc.). In another
example, the wager may be based on forming a certain percentage of
the formation. For example, in the Ace to Ten example discussed
about, a wager may be that 4 out of 5 symbol will occur (or at
least 4 symbols, or at least 3 symbols, etc.). In this example, if
one of the symbols is missing, the player still wins (e.g., the Ace
is adjacent to the King which is adjacent to the Queen, and the Ten
is within 2 spots of the Queen, etc.).
[0255] In another example, the pseudo wager may be based on no one
winning and/or losing for a certain amount of spins (e.g., 1, 2, .
. . etc.). In this example, the player may wager that no one in the
casino will win on their next slot machine spin and/or that
everyone in the casino will win on their slot machine spins.
Further, the slot machines may be segregated. For example, a group
of slot machines may be utilized (e.g., a first bank, a first row,
a second bank, a second row, a first column, etc.). In this
example, the player may wager that all of the EGM in the bank
and/or row and/or any other segmentation will all win and/or all
lose during the next spin (e.g., and/or a group of spins and/or a
range of spins and/or during a time period). Further, the wager may
be that a certain percentage (e.g., 0 to 100%) of the games of
these EGMs will win and/or lose. In one example, the player may
wager that 51% (or more) of the EGM will have winning outcomes.
[0256] In another example, the pseudo wager may be based on the
outcome of another event (e.g., a football game, a soccer game, a
horse race, a basketball game, a baseball game). These outcomes may
also include point spreads. For example, the Atlanta Falcons will
win by 71/2 points over another team. In another example, a player
may wager that he will win over $100 on one or more EGMs in the
next hour and that the Falcons will win and/or cover the spread
(e.g., 7% 1/2 points) in X football game.
[0257] In another example, the pseudo wager may be that the Dow
Jones will go up and/or down by 100 points today and/or by a
certain percentage. Further, the player may wager that the DOW will
go down by 200 points today, a specific stock will go up by 5%, and
the player will lose X dollars playing one or more EGM today
(and/or in a specific time frame). In this example, the player may
be hedging because they own stock and/or are shorting stocks. The
player may wager that they will lose $100 today.
[0258] In another example, the pseudo wager may be based on X
tournament (E.G., POKER, GOLF, ETC.) being won by X. In one
example, a player may wager that X will win a golf tournament, a
poker tournament, a slot tournament, etc. In another example, the
player may wager on themselves winning a slot tournament, a
blackjack tournament, a poker tournament, etc.
[0259] In another example, the pseudo wager may be based on that
the first symbol being X, it will be red, and it will be over a 10.
In another example, the exact symbol location and/or range (e.g.,
four symbol area) may be wagered on.
[0260] In another example, the pseudo wager may be based on the
first symbol will be X symbol, Y will be the last symbol, and/or
any symbol interaction. In another example, X symbol will be four
spaces away from Y symbol. In another example, the wager may be
based on the first symbol will be an X symbol and the last symbol
will not be a Y symbol. This can be utilized with symbol
combinations also. The first symbol will be either an A symbol
and/or a B symbol while the last symbol will not be a Z symbol, a C
symbol, and/or a B symbol.
[0261] In another example, the wager may be that there will be no
bonus rounds on a specific EGM, a group of EGMs, and/or all EGMs
for a certain amount of spins (e.g., 1-N) and/or within a certain
time period (e.g., 1 second to 10 years).
[0262] In another example, the pseudo wager may be based on no
wilds being in column X, Row Y, and/or any other column, row,
and/or area. In a blackjack type game, a pseudo wager may be that I
will not bust for X hands.
[0263] In various examples, the value of the pseudo wager may be
automatically undated and/or vary over time. For example, when a
player wagers that the next 3 spins (at 10 to 1 odds) will be
winners the initial value of the wager is $1. After the first
winning spin, the value of the wager may now be $2. After the
second winning spin is a winner, the value of the wager may now be
$4. After the third winning spin is a winner, the value of the
wager may now be $10. If the third winning spin was a loser, then
the value of the wager would have been reduced to $0.
[0264] In one example, this may be a system based game that can be
on any media (e.g., a Pizza box, a piece of paper, a primary game
window, a secondary game window, any electronic device, etc.). The
pseudo wagering vehicle can accept additional wagers on the primary
game and/or on any other events.
[0265] In FIG. 10, a game play flow diagram is shown, according to
one embodiment. The method may include setting one or more betting
parameters (step 1002). The method may include assessing the risk
and setting one or more prices (step 1004). The method may include
displaying one or more future bets, prices, odds, and/or payouts
(step 1006). The method may include obtaining one or more player
pseudo wagers (step 1008). The method may include issuing one or
more vouchers and/or recording one or more transactions in a
database (step 1010). The method may include monitoring one or more
electronic gaming machine ("EGM") events and/or determining one or
more EGM event outcomes (step 1012). The method may include
notifying one or more players, settling one or more bets, and
displaying one or more results (step 1014).
[0266] In another example, the method may include reassessing one
or more risks and/or prices based on one or more outcomes
determined in step 1014. The method may then return to step
1006.
[0267] In FIG. 11, a flow diagram for game play 1100 is shown,
according to one embodiment. The method may include receiving a
request to pay one or more winning pseudo wagers (step 1102). The
method may include confirming and/or verifying that the pseudo
wager is a winner (step 1104). The method may include determining,
confirming, and/or verifying winning amounts (step 1106). The
method may include transferring money and/or credits from the
external device to the EGM and/or any other device (step 1108).
[0268] In another example, a player outside (or inside) of the
casino and/or online gaming environment may utilize a mobile device
and/or any other device (e.g., computer, etc.) to log into an
account on the system and/or a social media interaction system,
and/or any other interconnecting system to place a wager, a side
bet, and/or a pseudo bet on the game another individual is playing
online, at a casino (e.g., Wynn in Vegas, etc.), and/or at any
other gaming entity.
[0269] In FIG. 12A, an illustration of subscription based
progressive game play on a gaming device is shown, according to one
embodiment. In this example, a message box 1220 may be displayed on
one or more screens of a gaming device. Message box 1220 may
include a message area 1222, a first selection option 1224, a
second selection option 1226, and an Nth selection option (not
shown). Message area 1222 may include a description of the
subscription based progressive and/or any other data relating to
one or more subscription based progressive options. For example,
message area 1222 may display the message of "DO YOU WANT TO
PARTICIPATE IN (JOIN/ENTER/SIGN-UP) AND/OR CONTRIBUTE TO ONE OR
MORE PROGRESSIVE JACKPOTS? YOU CAN WIN AMOUNTS RANGING FROM X TO Y
WHEN YOU PARTICIPATE/CONTRIBUTE!" In one example, first selection
option 1224 may be an option to decline participation in the
subscription based progressive program. In this case, first
selection option 1224 may state "NO, THANKS." In another example,
second selection option 1226 may be an option to accept/request
participation in the subscription based progressive program. In
this case, second selection option 1226 may state "JOIN." In
various examples, "JOIN" may be replaced by any similar word (e.g.,
accept, yes, participate, etc.).
[0270] In FIG. 12B, another illustration of subscription based
progressive game play on a gaming device 1200B is shown, according
to one embodiment. In one example, a first image 1200B may include
an options area 1230. Options area 1230 may include a selection
option area 1232, a name of the option area 1234, a cost of the
option area 1236, and a prize of the option area 1238. In one
example, selection option area 1232 is titled "JOIN", name of the
option area 1234 is called "NAME", cost of the option area 1236 is
titled "COST", and prize of the option area 1238 is titled
"JACKPOT". In one example, name of the option area 1234 may include
any number of names for any number of options. In this case, a
first option is named "PROGRESSIVE JACKPOT 1", a second option is
named "PROGRESSIVE JACKPOT 2", a third option is named "PROGRESSIVE
JACKPOT 3", a fourth options is named "PROGRESSIVE JACKPOT 4", and
an Nth option is named "PROGRESSIVE JACKPOT NTH."
[0271] In one example, PROGRESSIVE JACKPOT 1 has a cost of 1 credit
and a potential jackpot of $1,000. In another example, PROGRESSIVE
JACKPOT 2 has a cost of $1 and a potential jackpot of $10,000. In
another example, PROGRESSIVE JACKPOT 3 has a cost of 5 credits and
a potential jackpot of $50,000. In a further example, PROGRESSIVE
JACKPOT 4 has a cost of $1.50 and a potential jackpot of
$1,000,000. In another example, PROGRESSIVE JACKPOT NTH has a cost
of 10 credits and a potential jackpot of $10,000,000. In this
example, the player has elected to participate in PROGRESSIVE
JACKPOT 2 AND PROGRESSIVE JACKPOT 4 which is indicated by a checked
box 1242. Whereas, the player has elected to not participate in
PROGRESSIVE JACKPOT 1, PROGRESSIVE JACKPOT 3, AND PROGRESSIVE
JACKPOT NTH which is indicated by a blank box 1240. In various
examples, the player may select none of the progressives, one
progressive, a few progressives, a plurality of the progressives,
and/or all of the progressives. In various examples, the cost for a
progressive may be constant (e.g., 10 credits) and/or may vary
(e.g., 10 credits for the first entry and then 5 credits for the
second entry and then 1 credit for the third entry, etc.). In
another example, the system and/or method may require a first
payment of 10 credits (e.g., any number) and then a lesser payment
(e.g., 5 credits, etc.) to continue to be eligible for the
progressive. In another example, the payment requirement to remain
eligible may go up. This increase in payment may be related to the
number of participates in the progressive pool, the prize size of
the jackpot, and/or any other factor. In another the example, the
payment to remain eligible in a progressive may be decreased based
on a player entering more than one progressive subscription. In
another example, the payment may be decreased based on the length
of time a player has subscribed to one or more progressive jackpot
options.
[0272] In one example, an image includes a plurality of electronic
gaming devices. In this example, a first electronic gaming device
may have three subscription progressive options. In this example,
the three subscription progressive options are a PROGRESSIVE
JACKPOT 1, PROGRESSIVE JACKPOT 5, and PROGRESSIVE JACKPOT 15. It
should be noted that any electronic gaming device may have one, a
few, and/or a plurality of non-subscription based progressive
options in combination with subscription based progressive options
and/or as a stand-alone function. Further, it should be noted that
any electronic gaming device may have one, a few, and/or a
plurality of subscription based progressive options. In addition,
electronic gaming device on a gaming entity's floor may have
constant subscription progressive based options, varying
subscription progressive based options, and/or a combination of
both depending on the time of day, floor configuration, special
event, and/or any other reason.
[0273] In another example, a second electronic gaming device may
have four subscription progressive options. In this example, the
four subscription progressive options are a PROGRESSIVE JACKPOT 1,
PROGRESSIVE JACKPOT 10, PROGRESSIVE JACKPOT 22, and PROGRESSIVE
JACKPOT 50. In another example, a third electronic gaming device
may have two subscription progressive options. In this example, the
two subscription progressive options are a PROGRESSIVE JACKPOT 1
and PROGRESSIVE JACKPOT N. In another example, an X electronic
gaming device 550 may have seven subscription progressive options.
In this example, the seven subscription progressive options are a
PROGRESSIVE JACKPOT 1, PROGRESSIVE JACKPOT 3, PROGRESSIVE JACKPOT
35, PROGRESSIVE JACKPOT 47, PROGRESSIVE JACKPOT 101, PROGRESSIVE
JACKPOT 1000, and PROGRESSIVE JACKPOT N-1.
[0274] In FIG. 12C, another illustration of subscription based
progressive game play on a gaming device 1200C is shown, according
to one embodiment. In one example, an image may include an options
area 1230. Options area 1230 may include a selection option area
1232, a name of the option area 1234, a prize of the option area
1236, and a payout algorithm area 1238. In one example, selection
option area 1232 is titled "JOIN", name of the option area 1234 is
called "NAME", and prize of the option area 1238 is titled
"JACKPOT". In one example, name of the option area 1234 may include
any number of names for any number of options. In this case, a
first option is named "PROGRESSIVE JACKPOT 1", a second option is
named "PROGRESSIVE JACKPOT 2", a third option is named "PROGRESSIVE
JACKPOT 3", a fourth options is named "PROGRESSIVE JACKPOT 4", and
an Nth option is named "PROGRESSIVE JACKPOT NTH."
[0275] In one example, the cost associated with the selection of
one or more of PROGRESSIVE JACKPOT 1, PROGRESSIVE JACKPOT 2,
PROGRESSIVE JACKPOT 3, PROGRESSIVE JACKPOT 4, and/or PROGRESSIVE
JACKPOT NTH is imbedded in modifying the payout algorithm. For
example, when no subscription based progressive options are
selected the system has a payout algorithm which equals alpha.
However, when a player selects one or more subscription based
progressive options the payout algorithm is modified. For example
in FIG. 6B, the player has selected to participate in PROGRESSIVE
JACKPOT 2 AND PROGRESSIVE JACKPOT 4, which generates a new payout
algorithm beta. In this example, payout algorithm beta may generate
a reduce payout rate (e.g., 90%) versus the payout rate (e.g., 91%)
for payout algorithm alpha. In this example, payout algorithm beta
may be based on two subscription based progressives being selected.
In another example shown in FIG. 12D, three subscription based
progressives were selected (e.g., PROGRESSIVE JACKPOT 2,
PROGRESSIVE JACKPOT 4, and PROGRESSIVE JACKPOT N). In this example,
a new payout algorithm lambda may be utilized to reduce the payout
rate (e.g., 89.8%) versus the payout rates (e.g., 91% and 90%) for
payout algorithm alpha and payout algorithm beta, respectively.
[0276] In FIG. 13, another flowchart for subscription based
progressive game play on a gaming device 1300 is shown, according
to one embodiment. The method may include presenting one or more
progressive options (step 1302). The method may include one or more
processors (via electronic gaming device 100 and/or electronic
gaming system 200) determining whether the default progressive
option was selected (step 1304). If the default progressive option
was selected, then the method may include configuring the system
with the default progressive options (step 1314). The method may
then include starting game play with the default progressive
functionality (step 1316). If the default progressive option was
not selected, then the method may include one or more processors
(via electronic gaming device 100 and/or electronic gaming system
200) determining whether the player wants to select any progressive
options (step 1306). If the player does not want to select any
progressive options, then the method may include configuring the
system with no progressive options (step 1318). Further, the method
may include starting game play with no progressive options (step
1320). If the player does want to select one or more progressive
options, then the method may include obtaining one or more
progressive selections (step 1308). The method may further include
configuring the system based on the obtained one or more
progressive option selections (step 1310). The method may include
starting game play with player-selected progressive functionalities
(step 1312). For example, a player may be prompted before game play
as to whether the player would like to utilize a default
subscription progressive option. In this example, the default
subscription progressive option may be PROGRESSIVE JACKPOT 1 which
cost 5 credits and/or modifies the payout algorithm. If the player
declines this default option, the gaming device may ask the player
whether the player would like to select one or more subscription
based progressive options. If the player declines this selection
request, then the gaming system implements game play without any
subscription based progressive options.
[0277] In FIG. 14, another illustration of subscription based
progressive game play on a gaming device 1400 is shown, according
to one embodiment. In various examples, one or more subscription
based progressive may be related to one or more players. In one
example, a first subscription progressive 1402 may have a pool of
participating players which includes player 1, player 2, . . . ,
and player Y. Whereas, a second subscription progressive 1404 may
have a pool of participating players (e.g., the player eligible to
win second subscription progressive) of player 1, player 2, . . . ,
and player Z. Further, an Nth subscription progressive 1206 may
have a pool of participating players which includes player 1,
player 2, . . . , and player 10. In these examples, the pool of
participating players may include identical players, a constant
number of players, independent players (e.g., no overlapping
players), a varying number of players, a random number of players,
players paying for a subscription, players not paying for a
subscription (e.g., loyalty program), and/or any combination
thereof.
[0278] In FIG. 15, a flow diagram for game play 1500 is shown,
according to one embodiment. The method may include starting a
subscription progressive (step 1502). The method may include one or
more processors (via electronic gaming device 100 and/or electronic
gaming system 200) determining whether the subscription progressive
has been contributed to within a first time period (step 1504). If
the subscription progressive has not been contributed to within a
first time period, then the method may open up enrollment to the
subscription progressive (step 1508). If the subscription
progressive has been contributed to within the first time period,
then the method may continue the subscription progressive game play
(step 1506) and return to step 1504. For example, a subscription
based progressive must be contribute to within a predetermined
period (e.g., 5 days, etc.) by one or more of the eligible players
and if it is not contributed to within that time frame by one or
more of the eligible players, then the eligible players may be
removed from enrollment and the enrollment procedure is restarted.
In another example, only the players that have not contributed to
the progressive are removed, and the enrollment procedure is
restarted for any open spaces (e.g., the spaces opened up by the
players which were removed).
[0279] In one embodiment, the electronic gaming device may include
a plurality of reels, one or more memory devices, and one or more
processors. The plurality of reels may include one or more areas.
The memory may include one or more subscription based progressive
structures. The processor may generate one or more symbols to be
located in the one or more areas.
[0280] In another example, the processor may register a first
player for a first subscription based progressive. Further, the
processor may charge the first player a first fee for participation
in the first subscription based progressive. In addition, the
processor may initiate a first modification of a payout algorithm
based on participation in the first subscription based progressive.
In another example, the processor may register a second player for
a second subscription based progressive. Further, the processor may
charge the second player a second fee for participation in the
second subscription based progressive. In another example, the
processor may initiate a second modification of a payout algorithm
based on participation in the second subscription based
progressive. Further, the processor may store one or more
subscription based progressive structures based on a game
registration procedure.
[0281] In another embodiment, the method of providing game play via
an electronic gaming device may include: determining a number of
player in a first subscription based progressive; comparing the
number of players versus a subscription based progressive capacity;
displaying a request for a first player to participate in the first
subscription based progressive; and/or enrolling the first player
in the first subscription based progressive based on a player
input.
[0282] In addition, the method may include: determining whether a
first progressive payout has been awarded within a predetermined
time period and resetting the first progressive payout and
reopening enrollment in the first subscription based progressive
based on the first progressive payout not being award within the
predetermined time period; determining whether the first
subscription based progressive has been contributed to within a
predetermined time period; continuing the first subscription based
progressive based on a contribution being implemented within the
predetermined time period; and/or reopening enrollment in the first
subscription based progressive based on a lack of a contribution
being implemented within the predetermined time period.
[0283] In another embodiment, the electronic gaming system may
include a server including a server processor and a server memory
and a display device including a plurality of reels. The plurality
of reels may include one or more areas. The server memory may
include one or more subscription based progressive structures. The
server processor may generate one or more symbols to be located in
the one or more areas.
[0284] In addition, the server processor may register a first
player for a first subscription based progressive. Further, the
server processor may charge the first player a first fee for
participation in the first subscription based progressive. In
another example, the server processor may initiate a first
modification of a payout algorithm based on participation in the
first subscription based progressive. Further, the server processor
may register a second player for a second subscription based
progressive. In addition, the server processor may charge the
second player a second fee for participation in the second
subscription based progressive. In another example, the server
processor may initiate a second modification of a payout algorithm
based on participation in the second subscription based
progressive.
[0285] In various examples, subscriptions based progressives may be
where a patron can select which progressives he/she wants to
contribute to as well as eligible to win. Further, the subscription
based progressives may be where a casino can subscribe to multiple
wide area progressives ("WAP") configurations from different
servers. In a casino, a non-subscription based progressive is
configured for an EPS and a patron is forced to contribute to the
non-subscription based progressive by playing the game. In various
examples, a patron may choose not to contribute to the
non-subscription based progressive and/or the patron wants to
contribute to a different progressive pool. In another example, a
server can handle different WAP progressives from different WAP
servers. In another example, a patron may choose not to contribute
to a progressive that is configured for the game. In this example,
the payback of the game may be dynamically adjusted to account for
this decision. Further, N number of progressives may be associated
with a gaming device. In addition, a patron may choose (or
subscribe to) N number of progressives at any time. In another
example, N number of patrons may subscribe to N number of
progressives exclusively and no other patron may be allowed to
participate in those progressives. Further, the subscribed
progressive may be made available to all patrons across different
casinos using server based WAP subscription. In addition, one or
more progressives that a patron subscribes to may follow the patron
from one game to another game as well as from casino to casino. In
another example, when N number of patrons subscribe to a
progressive exclusively, the progressive may be required to be won
by a specified period (e.g., for mystery WAP, mystery LAP, etc.).
In another example, when N number of patrons subscribes to a
progressive exclusively, and the progressive has not been
contributed to within a specified period of time, the progressive
may become void and other patrons can subscribe to the progressive,
without the amount being reset. In another example, a bonus game
may be associated with winning one or more progressives. In another
example, a patron can pay extra (e.g., monthly fee, fee per spin,
etc.) to buy into one or more progressives. In another example, the
contributions to the subscribed progressives may be configured to
come out of the payback of the game. In another example, a patron
may subscribe to one or more of a LAP, a WAP, a mystery LAP, and/or
a mystery WAP. Further, the payback percentages of the game may be
dynamically adjusted to account for when a patron is subscribed to
and contributing to a progressive.
[0286] In FIG. 16A, an illustration of skill-based tournament game
play 1600A is shown, according to one embodiment. In this example,
the display image may include a message area 1602 and a gaming area
1604. Message area 1602 may include any data relating to tournament
game play and/or tournament skill-based game play. For example,
message area 1602 may include instructions, such as, "Set The
Archer's Angle and Power Settings." In another example, a
tournament title may be displayed. In an example, the time period
remaining in the tournament game play and/or the tournament
skill-based game play may be shown. Leader board information and/or
other game data and/or player ranking data may be displayed.
[0287] In another example, gaming area 1604 may include a player
icon 1606, an angle setting area 1608, an angle input indicator
1610, a power setting area 1612, a power input indicator 1614, a
distance-to-target indicator 1616, and/or a target area 1618. In
one example, angle setting area 1608 is where a player inputs via
angle input indicator 1610 the angle to utilize to launch an object
(e.g., an arrow, etc.). In various examples, the angle input may be
modified and/or replaced with a speed input, a strength input, a
height input, a length input, a weight input, any other object
characteristic input, and/or any combination thereof. In another
example, power setting area 1612 is where a player inputs via power
input indicator 1614 a power unit to be utilized with an object
(e.g., bow and arrow, etc.). In various examples, the power input
may be modified and/or replaced with a distance input, a strength
input, a weight input, a range input, a speed input, any other
object characteristic input, and/or any combination thereof.
[0288] In FIG. 16B, another illustration of skill-based tournament
game play 1600B is shown, according to one embodiment. In one
example, player icon 1606 may include a reference point 1622 along
with a bow and arrow image 1630. Reference point 1622 may be a
virtual origin point utilized with player icon 1606 and/or any
other object utilized with player icon 1606. In one example, a
representative horizontal line 1628 may be utilized with player
icon 1606 and/or any other object to indicate when an object is
horizontal (e.g., at the mid-point of a range, aligned with
reference point 1622, etc.). In one example, an incline angle 1624
indicates that an object is aimed above the horizontal line 1628.
Whereas, a decline angle 1626 indicates that an object is aimed
below the horizontal line 1628. These angles may be selected via a
hand 1620 where sliding angle input indicator 1610 up may increase
the angle and sliding angle input indicator 1610 down may decrease
the angle. In one example, a maximum incline angle 1628A and/or a
maximum decline angle 1628B may be utilized. In various examples,
hitting a bulls eye area 1618A may achieve a first award, hitting a
first ring area 1618B may achieve a second award, hitting a second
ring area 1618C may achieve a third award, hitting a third ring
area 1618D may achieve a fourth award, and/or hitting a fourth ring
area 1618E may achieve a fifth award on a target 1618. The first
award may be higher than any other award. The second award may be
higher than any other award except the first award. The third award
may be higher than any other award except the first award and the
second award. The fourth award may only be higher than the fifth
award and the fifth award may be the lowest award. Any number of
targets and/or award areas may be utilized.
[0289] In FIG. 16C, another illustration of skill-based tournament
game play 1600C is shown, according to one embodiment. In one
example, a player via hand 1620 moves the arrow back to a drawn
position length 1636 by inputting a power setting in power setting
area 1612. The combination of the power setting (e.g., amount of
power utilized) and the angle setting (e.g., the launch angle) may
determine the length, the trajectory, etc. the object (e.g., an
arrow, etc.) will travel.
[0290] In FIG. 16D, another illustration of skill-based tournament
game play 1600D is shown, according to one embodiment. In this
example, message area 1602 may state "AIM AND FIRE AT MOVING
TARGET! GOOD LUCK!" In this example, a player image 1640 may aim a
weapon (e.g., gun, tank, bow and arrow, etc.) via an aiming device
1642 (e.g., sight of pistol) to hit one or more moving targets
(e.g., 1644). In this example, one or more targets 1644 may have a
bull's eye area 1646. In this example, a front sight (e.g., a bead
type) 1650 of the pistol may be utilized to track one or more
targets 1644. In this example, as the one or more targets move the
positions of the one or more targets move (e.g., a first position
1644A, a second position 1644B, a third position 1644C, etc.). In
another example, one or more past positions of the sight may also
be shown (e.g., a first sight position 1648A, a second sight
position 1648B, a third sight position 1648C, etc.). In another
example, a virtual touch pad 1652 may be utilized. In one example,
a player via hand 1620 may move from a first position 1656 to a
second position 1656A and then to a third position 1656B to control
either the position (e.g., alignment) of the sights 1648 and for
firing the pistol. In one example, the firing is initiated by
double tapping within virtual touch pad 1652 and/or lifting one or
more fingers.
[0291] FIG. 17 shows an illustration of skill-based tournament game
play, according to one embodiment. In this example, player icon
1606, angle setting area 1708, and power setting area 1712 for a
first skill-based game play are shown on a first display 1704.
Further, a second skill-based game play is shown on a second
display. Second skill-based game has a first block piece 1710 which
may interrelate with base blocks 1708. In another example, player
icon 1606 may aim at one or more targets. The one or more targets
may be of different sizes (e.g., very small, small, medium, above
average, big, very big, etc.). Based on the size and/or location a
target may be more difficult to hit than another target. In other
words, the size, location, movement pattern, speed of movement,
and/or any other characteristic of the target may increase the
difficultly of hitting the target which may increase the prize size
for any particular target. In various examples, a first target may
be of a medium size and in an above-average difficultly-to-hit
position. Whereas, a second target may be a very small size in an
average difficulty-to-hit position. In another example, a third
target may have an average size and be in a high difficulty-to-hit
position. Further, a fourth target may have a very big size and an
easy-to-hit position. In another example, an easy-to-hit target may
be very big and have an easy-to-hit location.
[0292] In another example, a first terrain is shown with a first
threat. In this example, a player moves the player icon from a
first position via a first path to a launch position to try to jump
via a second path (e.g., on a rope) to a safe location.
[0293] In another example, a virtual touch pad may be utilized to
control the bow, the angle, the draw length, release functions,
and/or any other functionality. Further, the angle may be
controlled by an up/down movement and a release may be initiated by
a double click (e.g., tap) within the present area. In another
example, the virtual touch pad may control an icon's (e.g., Dirk,
etc.) speed, jump-off point, aim, etc. Speed may be controlled by
the velocity/acceleration of a left-to-right movement, and a
jump-off point (and/or a grasping for the rope movement, etc.) may
be initiated by a double tap motion.
[0294] In FIG. 18, a flow diagram for skill-based tournament game
play 1800 is shown, according to one embodiment. The method may
include playing one or more level one slot-type and/or skill-based
rounds (step 1802). The method may include electronic gaming device
100 and/or electronic gaming system 200 determining whether one or
more players have advanced to level two game play (step 1804). If
no players have advanced to level two game play, then the method
moves back to step 1802. If one or more players have advanced to
level two game play, then the method may include playing one or
more level two slot-type and/or skill-based rounds (step 1806). The
method may include electronic gaming device 100 and/or electronic
gaming system 200 determining whether one or more players have
advanced to level N game play (step 1808). If no players have
advanced to level N game play, then the method may move back to
step 1806. If one or more players have advanced to level N game
play, then the method may include playing one or more level N
slot-type and/or skill-based rounds (step 1810).
[0295] In FIG. 19, a process flowchart of one example of a primary
game play 1900 on an electronic gaming system is shown, according
to one embodiment. The method may include the step of a player
adding credit to the electronic gaming system (step 1902). It is
contemplated that a player can do this by inserting cash, coins, a
ticket representative of a cash value, a credit card, a player
card, requesting an electronic funds transfer ("EFT"), otherwise
requesting access to an account having monetary funds, and/or any
combination thereof.
[0296] At step 1904, the player selects the number of paylines to
play. In one embodiment, the player can select from a plurality of
different paylines to play. In a further embodiment, the player can
only play a predetermined number of paylines. An example of this
embodiment may be the instance where the gaming system only allows
a player to play forty paylines, and cannot select to play more or
less paylines. In another embodiment, the gaming system does not
offer paylines, but rather offers a different way to evaluate the
game play. One example of a different way may be sometime referred
to as a 243-ways evaluation, where symbols may be evaluated based
on the existence of like-symbol clusters on adjacent reels,
starting with the left-most reel and continuing right, instead of
how many paylines run through the like-symbol clusters.
[0297] At step 1906, the player makes a wager on the game. In one
embodiment, the wager may be a multiple of the number of paylines
selected at step 1904. In another embodiment, the wager may not be
a multiple of the number of paylines selected at step 1904. In a
further embodiment, the wager may include a side-wager (e.g., ante
bet), which may, in one example of such an embodiment, be used to
make the player eligible to be awarded the extra functionality
discussed above. It should be appreciated that in some embodiments,
the order of steps 1904 and 1906 may be not critical, and so for
example, a player can select the wager they wish to place, and then
select the number of paylines they want it applied to, and that
these embodiments are expressly contemplated as being within the
scope of the present disclosure.
[0298] Continuing to step 1908, the gaming system pulls random
numbers from a random number generator ("RNG"). In one embodiment,
the system pulls one random number for each reel. In another
embodiment, the system pulls one random number which may be
utilized to determine the stop positions for each reel. In another
embodiment, the random numbers determined by the RNG may be based
on the time that the numbers may be pulled. In another embodiment,
the random numbers determined by the RNG may be based on the prior
numbers pulled.
[0299] At steps 1910 and 1912, the gaming system utilizes the
random numbers pulled at step 1908 to determine the primary game
symbols to display in the play of the primary game, which in turn
both determines the presentation of the game to the player and
evaluates the game outcome. In one embodiment, the random numbers
pulled determine the stopping positions for the reels, which may be
then caused to stop at those associated positions, and then the
gaming system evaluates the displayed primary game symbols to
determine the game outcome. In another embodiment, the gaming
system determines the game outcome based on the pulled random
numbers, and then causes the game to present an associated outcome
to the player.
[0300] At step 1914, the win or loss outcome may be identified for
the player. In one embodiment, this step can include additional
messaging, which provides information related to the win or loss,
such as why the player won or lost. In another embodiment, this
step can include identification of the amount of any award earned
by the player.
[0301] FIG. 20 is a process flowchart of one example of a combined
primary and secondary game play 2000 on an electronic gaming
system, according to one embodiment. The method may include the
step of a player adding credit to the electronic gaming system
(step 2002). It is contemplated that a player can do this by
inserting cash, coins, a ticket representative of a cash value, a
credit card, a player card, requesting an electronic funds transfer
("EFT"), otherwise requesting access to an account having monetary
funds, and/or any combination thereof.
[0302] At step 2004, the player selects the number of paylines to
play. In one embodiment, the player can select from a plurality of
different paylines to play. In a further embodiment, the player can
only play a predetermined number of paylines. An example of this
embodiment may be the instance where the gaming system only allows
a player to play forty paylines, and cannot select to play more or
less paylines. In another embodiment, the gaming system does not
offer paylines, but rather offers a different way to evaluate the
game play. One example of a different way may be sometime referred
to as a 243-ways evaluation, where symbols may be evaluated based
on the existence of like-symbol clusters on adjacent reels,
starting with the left-most reel and continuing right, instead of
how many paylines run through the like-symbol clusters.
[0303] At step 2006, the player makes a wager on the game. In one
embodiment, the wager may be a multiple of the number of paylines
selected at step 2004. In another embodiment, the wager may not be
a multiple of the number of paylines selected at step 2004. In a
further embodiment, the wager may include a side-wager, which may,
in one example of such an embodiment, be used to make the player
eligible to be awarded the extra functionality discussed above. It
should be appreciated that in some embodiments, the order of steps
2004 and 2006 may be not critical, and so for example, a player can
select the wager they wish to place, and then select the number of
paylines they want it applied to, and that these embodiments may be
expressly contemplated as being within the scope of the present
disclosure.
[0304] Continuing to step 2008, the gaming system pulls random
numbers from a random number generator "RNG". In one embodiment,
the system pulls one random number for each reel. In another
embodiment, the system pulls one random number which may be
utilized to determine the stop positions for each reel. In another
embodiment, the random numbers determined by the RNG may be based
on the time that the numbers may be pulled. In another embodiment,
the random numbers determined by the RNG may be based on the prior
numbers pulled.
[0305] At step 2010, the gaming system utilizes the random numbers
pulled at step 2008 to evaluate the game outcome. In one
embodiment, the random numbers pulled determine the stopping
positions for the reels, which may be then caused to stop at those
associated positions, and then the gaming system evaluates the
displayed primary game symbols to determine the game outcome. In
another embodiment, the gaming system determines the game outcome
based on the pulled random numbers, and then causes the game to
present an associated outcome to the player.
[0306] At step 2012, the gaming system determines if a secondary or
bonus game may be triggered. In one embodiment, the bonus game is
triggered by the display of a plurality of matching symbols at a
plurality of predetermined symbol positions within a play of the
primary game. In one example, the bonus game may be triggered if a
plurality of matching symbols is displayed on the 2.sup.nd,
3.sup.rd and 4.sup.th reel. In another example, the bonus game may
be triggered if matching symbols are displayed on the 1.sup.st,
2.sup.nd and 3.sup.rd reels. In a further example, the bonus game
may be triggered if matching symbols occur at predetermined symbol
positions that include consecutive and non-consecutive reels. In
another example, a bonus game (e.g., secondary game) may be
triggered in any way (e.g., one special symbols in any locations,
one special symbol in one or more predetermined locations, two
special symbols in any locations, two special symbols in one or
more predetermined locations, three special symbols in any
locations, three special symbols in one or more predetermined
locations, etc.).
[0307] If it is determined that a bonus or secondary game was not
triggered, the process continues to step 2014, where the base game
may be fully presented to the player. As discussed above, the
orders of step 2010, 2012, and 2014 can be changed without
affecting the novel concepts disclosed herein.
[0308] At step 2016, the win or loss outcome of the primary game
may be identified for the player. In one embodiment, this step can
include additional messaging, which provides information related to
the win or loss, such as why the player won or lost. In another
embodiment, this step can include identification of the amount of
any award earned by the player
[0309] If it is determined at step 2012 that a bonus or secondary
game was triggered, then process 2000 continues to step 2018, where
the secondary game may be presented to the player. As discussed
above, there are numerous ways to present the secondary or bonus
game to the player.
[0310] At steps 2020 and 2022, the outcome of the secondary game
may be evaluated and presented to the player. In one embodiment,
the outcome of the bonus game will always be a winning outcome. In
another embodiment, the outcome of the secondary game will cause a
significant award to be provided to the player. In one example of
such an embodiment, the award may not be provided by the gaming
system, as a casino operator may need to verify tax information
before allowing such an award to be provided to the player. In one
embodiment, instead of the process 2000 ending after step 2022, the
process continues to step 2014 so as to finalize the primary game
outcome presentation to the player.
[0311] In another example, a progressive is a special prize,
usually prominently advertised to the player which grows in value
over time. The progressive is typically funded by a small portion
of each player's bet; the more the player's bet in dollars, the
faster the progressive prize grows. At some point, a triggering
event awards the progressive value to the player, and the
progressive is reset, usually to a pre-defined fixed starting
amount. There are two different types of progressive games (e.g.,
mystery progressives and must hit-by progressives). In one example,
a mystery progressive is a progressive that is awarded randomly
without a visible triggering event (such as a combination of
symbols, or some threshold of game points obtained, etc.) A mystery
progressive is advantageous for game manufacturers because the
mystery progressive feature can be added on top of existing game
themes without changing the underlying game's math. This offers a
quick-and-simple deployment strategy for mystery progressive games.
In one example, a must hit-by progressive is a progressive with a
pre-determined range of values--say between $10.00 and $25.00.
Using this example, the progressive starts at $10.00, and grows via
player funding, and is awarded at some point before it reaches
$25.00. This type of progressive is advantageous to the player
because he can immediately see how close a particular progressive
is to hitting. When the progressive is awarded, the value resets to
the $10.00 start-up value. In another example, a turbo boost
progressive may boost the progressive amount on some spins by an
amount that is substantial compared to the rate of normal
progressive jackpot growth. In various examples, the turbo boost
can be awarded randomly, through the appearance of symbols, based
on a player's bet, a step function with constant ranges (e.g., at
$100, then at $125, then at $175 but then the same pattern repeats
($100, $125, $175 then again at $100, $125, and $175) and/or
varying ranges ($100, $125, $175 then at $110, $122, $140, and then
$180), the award of free spins, the award of one or more
multipliers, the number of winning paylines, the amount of
aggregate wagers of the player's bets, the aggregate wagers of the
group's bets, and/or any combination thereof.
[0312] In another example, a progressive has a start-up value of
$100 and a maximum value of $500. The progressive will be awarded
on or before it reaches $500. The progressive grows at a rate of 1%
of the player's bet on each spin. In this example, the award value
is chosen. In this example, it is $375, which means that when the
progressive reaches, or surpasses the $375 value, the award is
given to the player and the progressive is reset to $100. In one
example, the player wagers $1. In this case, the incremental rate
of 1% of the $1 is applied to the progressive. Thus, $0.01 is added
to the current value of $100. In one example, a random number is
used to determine if the turbo boost is to be awarded to the
player. In this example, a turbo boost is not awarded to the
player. The turbo boost aspect of the game has been concluded for
this spin. The player makes another $1 wager which utilizing the 1%
of the $1 is applied to the progressive. Thus, $0.01 is added to
the current value which generates a value of $100.01. Further, a
random number is used to determine if a turbo boost is awarded to
the player. In this example, a turbo boost is awarded to the
player. In this example, there is a 50% chance the player will be
awarded a $10 boost, a 25% chance an award of $20 boost, a 20%
chance the player will be awarded a $50 boost, and a 5% chance the
award will be a $100 boost. In this example, a random number is
used to determine that the player has won a $50 boost. This $50
boost is added to the current meter and the turbo boost play has
concluded. Further the player now places another wager of $3. The
incremental rate of 1% is applied to the $3. Thus, $0.03 is added
to the current value ($150.05). In this example, a random number is
used to determine if the turbo boost is to be awarded. Further, in
this example, the turbo boost is awarded to the player at the same
relative frequencies as above, with the dollar amount multiplied by
3 since the player is wagering $3 instead of $1. In this example, a
$300 turbo boost is awarded to the player. After the turbo boost is
given to the player, the current progressive value reads $450.05,
which exceeds the $375 hit value, so the progressive is awarded to
the player. The amount actually awarded to the player via the turbo
boost is $375 and/or the actual value of $450.05. In this example,
the turbo boost progressive value is reset to $100 and a new award
value (e.g., any number from 100.01 to $500 in this example) is
selected. The process then repeats.
[0313] In one embodiment, the electronic gaming device may include
a plurality of reels, a memory, and a processor. The plurality of
reels may include one or more areas. The memory may include one or
more turbo boost progressive feature structures. The processor may
generate one or more symbols to be located in the one or more
areas. The processor may increase a progressive jackpot amount by a
first amount where the first amount is a portion of a wager. The
processor may increase the progressive jackpot amount by a second
amount based on a turbo boost triggering event.
[0314] In various other examples, the second amount may not be
based on being a wager portion. Further, the turbo boost triggering
event may be based on data from a random number generator. In
addition, the turbo boost triggering event may be based on a
predetermined step function relating to the progressive jackpot
amount. In another example, the turbo boost triggering event may be
based on one or more turbo boost symbols. Further, the turbo boost
triggering event may be based on a number of winning paylines
generated. In addition, the turbo boost triggering event may be
based on a number of free spins generated. In one example, the
turbo boost triggering event may be based on a multiplier
generated. In addition, the turbo boost triggering event may be
based on a winning amount generated. Further, the turbo boost
triggering event may be based on a winning pseudo wager. In
addition, the turbo boost triggering event may be based on a
winning skill-based event. In another example, the turbo boost
triggering event may be based on an external event. Further, the
turbo boost triggering event may be based on a sponsor
contribution.
[0315] In another embodiment, the method of providing game play via
an electronic mobile device may include: initiating via the one or
more processors a turbo boost progressive game; determining one or
more outcomes associated with the turbo boost progressive game;
increasing a progressive jackpot amount by a first amount where the
first amount is a portion of a wager; and/or increasing the
progressive jackpot amount by a second amount based on a turbo
boost triggering event.
[0316] In various other examples, the method may include that the
second amount is not based on being a wager portion. Further, the
turbo boost triggering event may be based on data from a random
number generator. In addition, the turbo boost triggering event may
be based on a predetermined step function relating to the
progressive jackpot amount.
[0317] In another embodiment, the electronic gaming system may
include a server which includes a server processor and a server
memory. The system may include a display device which includes a
plurality of reels where the plurality of reels includes one or
more areas. The server memory may include one or more turbo boost
progressive feature structures. The server processor may generate
one or more symbols to be located in the one or more areas. The
server processor may increase a progressive jackpot amount by a
first amount where the first amount is a portion of a wager and the
server processor may increase the progressive jackpot amount by a
second amount based on a turbo boost triggering event.
[0318] In another example, the second amount is not based on being
a wager portion. In another example, the turbo boost triggering
event is based on data from a random number generator.
[0319] The turbo boost features described herein may apply to other
than slot-type game or games where a matrix of game symbols are
displayed. For example, the features might apply to card games or
other types of games, including video poker. For example, a video
poker game might have one or more progressive jackpots. While the
progressive jackpot might normally be increased based upon the
number of hands played or amounts wagered, from time to time the
progressive jackpot might be boosted to a higher value.
[0320] Principles of the turbo boost features described herein may
also be applied or implemented relative to other than progressive
monetary-value jackpots. For example, the turbo boost feature might
be applied to free spin meters, award values or amounts for base
games or free spin/play games, a multiplier for base games or free
spin/play games, the number of symbols used in a game, the number
of bonus or other award picks, the values associated with such
picks, and/or other game features. Such turbo boost features might
be wager-based (such as requiring an extra wager to be
implemented/available). Of course, relative to these other types of
features, the gaming machine or system might include other
features, such as a free spin module, a turbo boost free spin
module, etc.
[0321] In one embodiment, those game features may have an
associated value. The associated value might start at a base value
and increment based upon particular game play events. For example,
a free spin meter might start at a base value of 0 or 1 and
increment when certain game outcomes are received. In accordance
with the invention, the value associated with the game feature
might be turbo boosted by a boosted amount.
[0322] As one example, a base game, a bonus game, a free spin game
or the like might include a free spin meter. The free spin meter
(which might be, for example, graphically displayed to a player)
may identify or designate a number of free spins or free games
(such as games which may be played without requiring the player to
place a wager but which preferably offer the player a chance for
winnings). The free spin meter might be configured to normally
increment based upon certain events, such as certain game events,
certain game outcomes, wagers placed or the like. In accordance
with the invention, the turbo boost feature might cause the free
spin meter to increment or to otherwise increase to a higher number
of indicated free spins. As one example, one or more events,
including a random trigger and random selection of a number of free
spins, may cause the free spin meter to turbo boost. A free spin
meter might, for example, be boosted from a level of 10 free spins
to a level of 12 free spins. The free spin meter may be reset to a
base number (including 0) after the feature is won, after a
designed amount of time or based upon other events.
[0323] As another example, one or more awards associated with a
winning base game, bonus game and/or free game might be boosted.
For example, a certain combination of symbols in a base game (or
other winning outcome) might have a normal award of 20 credits
according to the paytable for the game. The turbo feature of the
invention might be utilized to increase the award for that
combination of symbols to 25 credits. In one embodiment, the higher
win amount might be reset after it is won, after a certain time
period or number of games are played, at the end of the free spin
or bonus round, etc.
[0324] As yet another example, the turbo boost feature might be
utilized to increase a multiplier, such as a multiplier applied to
one or more base games, bonus games, free spins or the like. As one
example, a multiplier of 2.times. might be applied to awards which
are won during a sequence of free spin games played by a player.
The turbo boost feature of the invention may be utilized to
increase that multiplier, such as to a value of 3.times., 4.times.,
etc. (in which case, the awards from those games might be
multiplied or increased at a rate of 3.times., 4.times., etc.).
[0325] As another example, the turbo boost feature might be applied
to change a number of symbols associated with one or more reels, a
number of cards (such as wild cards), etc. As one example, during a
free spin sequence, one or more reels might have a certain number X
of wild symbols. The number of wild symbols associated with the one
or more reels might be boosted, such as by increasing the number of
times the wild symbol appears on the reel(s). The turbo boost
feature might increase the frequency of the symbol by a certain
amount/number, by a percentage or the like (for a number of
spins/games or sequentially for each game, etc.).
[0326] The turbo boost feature might also be implemented relative
to a feature in which a player is permitted to select one or more
game elements. For example, in a "pick" type bonus event a player
may be permitted to pick or select one or more bonus elements from
a set of bonus elements (where one or more of the selected bonus
elements may reveal a bonus award). The player might normally be
permitted to select a certain number, such as X, of the bonus
elements. The number of selections or picks might be boosted in
accordance with the invention. For example, a pick bonus might,
when triggered, normally result in a player being entitled to 5
bonus element picks. In accordance with the invention, this might
be boosted, such as to 7 or 10 picks (or another number). In
another embodiment, the expected value of the awards in a bonus
pick event might be increased. For example, the turbo boost feature
might cause the awards associated with one or more of the bonus
elements from which the player is picking to be increased.
[0327] In all cases, various criteria might be used to reset the
game feature from a boosted level. For example, the boosted value
might be reset after the feature is won, after the event is
completed, after a certain number of games or events, after a
certain period of time, or the like.
[0328] The turbo boost feature may be implemented relative to these
game features or elements in various manners, including randomly as
detailed herein. For example, the turbo boost feature may be
randomly triggered (e.g. independent of a game outcome or other
game event). The particular "boost" which is implemented (such as
the increase in the number of free spins, the increase in a
multiplier value or the like) might also be randomly determined or
might be determined or selected from particular values (including
by being weighted, such as where the chances of a random turbo
boost resulting in an increase of X (such as X free games) is
higher than for an increase of Y (such as Y free games), where Y is
greater than X).
[0329] In one embodiment, information regarding the game feature
and its associated value may be displayed to the player, as may
information regarding the boost event and/or boosted value. For
example, as indicated above, a "boost" notification may be provided
to a player when the turbo boost is triggered.
[0330] Gaming system may be a "state-based" system. A state-based
system stores and maintains the system's current state in a
non-volatile memory. Therefore, if a power failure or other
malfunction occurs, the gaming system will return to the gaming
system's state before the power failure or other malfunction
occurred when the gaming system is powered up.
[0331] State-based gaming systems may have various functions (e.g.,
wagering, payline selections, reel selections, game play, bonus
game play, evaluation of game play, game play result, steps of
graphical representations, etc.) of the game. Each function may
define a state. Further, the gaming system may store game
histories, which may be utilized to reconstruct previous game
plays.
[0332] A state-based system is different than a Personal Computer
("PC") because a PC is not a state-based machine. A state-based
system has different software and hardware design requirements as
compared to a PC system.
[0333] The gaming system may include random number generators,
authentication procedures, authentication keys, and operating
system kernels. These devices, modules, software, and/or procedures
may allow a gaming authority to track, verify, supervise, and
manage the gaming system's codes and data.
[0334] A gaming system may include state-based software
architecture, state-based supporting hardware, watchdog timers,
voltage monitoring systems, trust memory, gaming system designed
communication interfaces, and security monitoring.
[0335] For regulatory purposes, the gaming system may be designed
to prevent the gaming system's owner from misusing (e.g., cheating)
via the gaming system. The gaming system may be designed to be
static and monolithic.
[0336] In one example, the instructions coded in the gaming system
are non-changeable (e.g., static) and are approved by a gaming
authority and installation of the codes are supervised by the
gaming authority. Any change in the system may require approval
from the gaming authority. Further, a gaming system may have a
procedure/device to validate the code and prevent the code from
being utilized if the code is invalid. The hardware and software
configurations are designed to comply with the gaming authorities'
requirements.
[0337] As used herein, the term "mobile device" refers to a device
that may from time to time have a position that changes. Such
changes in position may comprise of changes to direction, distance,
and/or orientation. In particular examples, a mobile device may
comprise of a cellular telephone, wireless communication device,
user equipment, laptop computer, other personal communication
system ("PCS") device, personal digital assistant ("PDA"), personal
audio device ("PAD"), portable navigational device, or other
portable communication device. A mobile device may also comprise of
a processor or computing platform adapted to perform functions
controlled by machine-readable instructions.
[0338] The methods and/or methodologies described herein may be
implemented by various means depending upon applications according
to particular examples. For example, such methodologies may be
implemented in hardware, firmware, software, or combinations
thereof. In a hardware implementation, for example, a processing
unit may be implemented within one or more application specific
integrated circuits ("ASICs"), digital signal processors ("DSPs"),
digital signal processing devices ("DSPDs"), programmable logic
devices ("PLDs"), field programmable gate arrays ("FPGAs"),
processors, controllers, micro-controllers, microprocessors,
electronic devices, other devices units designed to perform the
functions described herein, or combinations thereof.
[0339] Some portions of the detailed description included herein
are presented in terms of algorithms or symbolic representations of
operations on binary digital signals stored within a memory of a
specific apparatus or a special purpose computing device or
platform. In the context of this particular specification, the term
specific apparatus or the like includes a general purpose computer
once it is programmed to perform particular operations pursuant to
instructions from program software. Algorithmic descriptions or
symbolic representations are examples of techniques used by those
of ordinary skill in the arts to convey the substance of their work
to others skilled in the art. An algorithm is considered to be a
self-consistent sequence of operations or similar signal processing
leading to a desired result. In this context, operations or
processing involve physical manipulation of physical quantities.
Typically, although not necessarily, such quantities may take the
form of electrical or magnetic signals capable of being stored,
transferred, combined, compared or otherwise manipulated. It has
proven convenient at times, principally for reasons of common
usage, to refer to such signals as bits, data, values, elements,
symbols, characters, terms, numbers, numerals, or the like. It
should be understood, however, that all of these or similar terms
are to be associated with appropriate physical quantities and are
merely convenient labels. Unless specifically stated otherwise, as
apparent from the discussion herein, it is appreciated that
throughout this specification discussions utilizing terms such as
"processing," "computing," "calculating," "determining" or the like
refer to actions or processes of a specific apparatus, such as a
special purpose computer or a similar special purpose electronic
computing device. In the context of this specification, therefore,
a special purpose computer or a similar special purpose electronic
computing device is capable of manipulating or transforming
signals, typically represented as physical electronic or magnetic
quantities within memories, registers, or other information storage
devices, transmission devices, or display devices of the special
purpose computer or similar special purpose electronic computing
device.
[0340] Reference throughout this specification to "one example,"
"an example," "embodiment," and/or "another example" should be
considered to mean that the particular features, structures, or
characteristics may be combined in one or more examples.
[0341] While there has been illustrated and described what are
presently considered to be example features, it will be understood
by those skilled in the art that various other modifications may be
made, and equivalents may be substituted, without departing from
the disclosed subject matter. Additionally, many modifications may
be made to adapt a particular situation to the teachings of the
disclosed subject matter without departing from the central concept
described herein. Therefore, it is intended that the disclosed
subject matter not be limited to the particular examples disclosed.
Further, one or more gaming options may be Internet based gaming
options. Therefore, all of the examples and/or embodiments may be
utilized via an Internet based gaming system.
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